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

Operator Update (19 June 2026) – Present

Base Statistics

Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$1,850
Placement Footprint
Average (1.5)
Sell Price
Cash$616
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.15
Hidden Detection
Hidden DetectionLevel 1+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4
Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$2,550
Placement Footprint
Average (1.5)
Sell Price
Cash$850
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Firerate
Firerate0.18
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
Placement Limit12
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$350

0.15 > 0.12 Firerate Firerate

1.4 > 1.2 Rev-Up Time Rev-Up Time

+Hidden Detection Hidden Detection


Sell Price changes to Cash$733

Specialized Tech
Level 2 • Cost: Cash$1,500

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$1,233

Geared Up
Level 3 • Cost: Cash$6,500

+4 Damage Damage

0.12 > 0.1 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$3,400

Futuristic Armory
Level 4 • Cost: Cash$21,500

+9 Damage Damage

+3 Range Range


Sell Price changes to Cash$10,566

Improved Handling
Level 1 • Cost: Cash$850

0.18 > 0.17 Firerate Firerate

+1 Range Range

1.4 > 1.2 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$1,133

Specialized Tech
Level 2 • Cost: Cash$1,550

+1.5 Range Range

+2 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,650

Geared Up
Level 3 • Cost: Cash$8,500

+0.5 Range Range

+8 Damage Damage

0.17 > 0.15 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$4,483

Futuristic Armory
Level 4 • Cost: Cash$18,750

+1 Range Range

+7 Damage Damage

0.15 > 0.1 Firerate Firerate


Sell Price changes to Cash$10,733

Statistics

Level Cost Total Cost Damage Firerate Rev-Up Time Range DPS[1] Cost Efficiency
0 Cash$1,850 Cash$1,850 2 0.15 1.4 16 13.33 Cash$138.78
1 Cash$350 Cash$2,200 2 0.12 1.2 16 16.67 Cash$131.97
2 Cash$1,500 Cash$3,700 3 0.12 1.2 18 25 Cash$148
3 Cash$6,500 Cash$10,200 7 0.1 1 18 70 Cash$145.71
4 Cash$21,500 Cash$31,700 16 0.1 1 21 160 Cash$198.12
Level Cost Total Cost Damage Firerate Rev-Up Time Range DPS[1] Cost Efficiency
0 Cash$2,550 Cash$2,550 3 0.18 1.4 16 16.67 Cash$152.97
1 Cash$850 Cash$3,400 3 0.17 1.2 17 17.65 Cash$192.63
2 Cash$1,550 Cash$4,950 5 0.17 1.2 18.5 29.41 Cash$168.31
3 Cash$8,500 Cash$13,450 13 0.15 1 19 86.67 Cash$155.19
4 Cash$18,750 Cash$32,200 20 0.1 1 20 200 Cash$161
Level Exp Total Exp
0 Experience0 EXP Experience0 EXP
1 Experience50 EXP Experience50 EXP
2 Experience54 EXP Experience105 EXP
3 Experience59 EXP Experience164 EXP
4 Experience64 EXP Experience228 EXP
5 Experience70 EXP Experience298 EXP
6 Experience76 EXP Experience374 EXP
7 Experience83 EXP Experience457 EXP
8 Experience91 EXP Experience550 EXP
9 Experience99 EXP Experience653 EXP
10 Experience108 EXP Experience766 EXP
11 Experience118 EXP Experience889 EXP
12 Experience129 EXP Experience1,022 EXP
13 Experience140 EXP Experience1,165 EXP
14 Experience153 EXP Experience1,318 EXP
15 Experience167 EXP Experience1,485 EXP
16 Experience182 EXP Experience1,667 EXP
17 Experience198 EXP Experience1,865 EXP
18 Experience216 EXP Experience2,081 EXP
19 Experience235 EXP Experience2,316 EXP
20 Experience257 EXP Experience2,573 EXP

Hardcore Rework Update (5 June 2026) – Operator Update (19 June 2026)

Base Statistics

Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$1,850
Placement Footprint
Average (1.5)
Sell Price
Cash$616
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.16
Hidden Detection
Hidden DetectionLevel 1+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4
Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$2,550
Placement Footprint
Average (1.5)
Sell Price
Cash$850
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
Placement Limit12
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$350

0.16 > 0.12 Firerate Firerate

1.4 > 1.2 Rev-Up Time Rev-Up Time

+Hidden Detection Hidden Detection


Sell Price changes to Cash$733

Specialized Tech
Level 2 • Cost: Cash$1,500

+2 Range Range

+1 Damage Damage


Sell Price changes to Cash$1,233

Geared Up
Level 3 • Cost: Cash$5,500

+4 Damage Damage

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$3,066

Futuristic Armory
Level 4 • Cost: Cash$17,000

+3 Range Range

+7 Damage Damage

0.12 > 0.1 Firerate Firerate


Sell Price changes to Cash$8,733

Improved Handling
Level 1 • Cost: Cash$850

0.18 > 0.17 Firerate Firerate

+1 Range Range

1.4 > 1.2 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$1,133

Specialized Tech
Level 2 • Cost: Cash$1,550

+1.5 Range Range

+2 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,650

Geared Up
Level 3 • Cost: Cash$8,500

+0.5 Range Range

+8 Damage Damage

0.17 > 0.15 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$4,483

Futuristic Armory
Level 4 • Cost: Cash$18,750

+1 Range Range

+7 Damage Damage

0.15 > 0.1 Firerate Firerate


Sell Price changes to Cash$10,733

Statistics

Level Cost Total Cost Damage Firerate Rev-Up Time Range DPS[1] Cost Efficiency
0 Cash$1,850 Cash$1,850 2 0.16 1.4 16 12.5 Cash$148
1 Cash$350 Cash$2,200 2 0.12 1.2 16 16.67 Cash$131.97
2 Cash$1,500 Cash$3,700 3 0.12 1.2 18 25 Cash$148
3 Cash$5,500 Cash$9,200 7 0.12 1 18 58.33 Cash$157.72
4 Cash$17,000 Cash$26,200 14 0.1 1 21 140 Cash$187.14
Level Cost Total Cost Damage Firerate Rev-Up Time Range DPS[1] Cost Efficiency
0 Cash$2,550 Cash$2,550 3 0.18 1.4 16 16.67 Cash$152.97
1 Cash$850 Cash$3,400 3 0.17 1.2 17 17.65 Cash$192.63
2 Cash$1,550 Cash$4,950 5 0.17 1.2 18.5 29.41 Cash$168.31
3 Cash$8,500 Cash$13,450 13 0.15 1 19 86.67 Cash$155.19
4 Cash$18,750 Cash$32,200 20 0.1 1 20 200 Cash$161
Level Exp Total Exp
0 Experience0 EXP Experience0 EXP
1 Experience50 EXP Experience50 EXP
2 Experience54 EXP Experience105 EXP
3 Experience59 EXP Experience164 EXP
4 Experience64 EXP Experience228 EXP
5 Experience70 EXP Experience298 EXP
6 Experience76 EXP Experience374 EXP
7 Experience83 EXP Experience457 EXP
8 Experience91 EXP Experience550 EXP
9 Experience99 EXP Experience653 EXP
10 Experience108 EXP Experience766 EXP
11 Experience118 EXP Experience889 EXP
12 Experience129 EXP Experience1,022 EXP
13 Experience140 EXP Experience1,165 EXP
14 Experience153 EXP Experience1,318 EXP
15 Experience167 EXP Experience1,485 EXP
16 Experience182 EXP Experience1,667 EXP
17 Experience198 EXP Experience1,865 EXP
18 Experience216 EXP Experience2,081 EXP
19 Experience235 EXP Experience2,316 EXP
20 Experience257 EXP Experience2,573 EXP

Valentines 2026 Update (11 February 2026) – Hardcore Rework Update (5 June 2026)

Base Statistics

Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$1,850
Placement Footprint
Average (1.5)
Sell Price
Cash$616
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.175
Hidden Detection
Hidden DetectionLevel 2+
Range
Range15
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4
Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$2,550
Placement Footprint
Average (1.5)
Sell Price
Cash$850
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
Placement Limit12
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$400

0.175 > 0.15 Firerate Firerate

1.4 > 1.2 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$750

Specialized Tech
Level 2 • Cost: Cash$1,500

+3 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,250

Geared Up
Level 3 • Cost: Cash$7,000

+4 Damage Damage

0.15 > 0.125 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$3,583

Futuristic Armory
Level 4 • Cost: Cash$15,500

+2 Range Range

+10 Damage Damage

0.125 > 0.117 Firerate Firerate


Sell Price changes to Cash$8,750

Improved Handling
Level 1 • Cost: Cash$850

+1 Range Range

+1 Damage Damage

1.4 > 1.2 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$1,133

Specialized Tech
Level 2 • Cost: Cash$1,550

+1.5 Range Range

+2 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,650

Geared Up
Level 3 • Cost: Cash$8,500

+0.5 Range Range

+9 Damage Damage

0.2 > 0.175 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$4,483

Futuristic Armory
Level 4 • Cost: Cash$18,750

+1 Range Range

+9 Damage Damage

0.175 > 0.125 Firerate Firerate


Sell Price changes to Cash$10,733

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$1,850 2 0.175 1.4 15 11.43 Cash$161.85
1 Cash$2,250 2 0.15 1.2 15 13.33 Cash$168.79
2 Cash$3,750 3 0.15 1.2 18 20 Cash$187.5
3 Cash$10,750 7 0.125 1 18 56 Cash$191.96
4 Cash$26,250 15 0.117 1 20 128.21 Cash$204.74
Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,550 3 0.2 1.4 16 15 Cash$170
1 Cash$3,400 4 0.2 1.2 17 20 Cash$170
2 Cash$4,950 6 0.2 1.2 18.5 30 Cash$165
3 Cash$13,450 15 0.175 1 19 85.71 Cash$156.92
4 Cash$32,200 24 0.125 1 20 192 Cash$167.71

Shock and Awe Update (28 January 2026) – Valentines 2026 Update (11 February 2026)

Base Statistics

Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$1,850
Placement Footprint
Average (1.5)
Sell Price
Cash$616
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.175
Hidden Detection
Hidden DetectionLevel 2+
Range
Range15
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4
Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$2,550
Placement Footprint
Average (1.5)
Sell Price
Cash$850
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
Placement Limit12
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$400

0.175 > 0.15 Firerate Firerate

1.4 > 1.2 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$750

Specialized Tech
Level 2 • Cost: Cash$1,500

+3 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,250

Geared Up
Level 3 • Cost: Cash$7,000

+4 Damage Damage

0.15 > 0.125 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$3,583

Futuristic Armory
Level 4 • Cost: Cash$15,500

+2 Range Range

+8 Damage Damage


Sell Price changes to Cash$8,750

Improved Handling
Level 1 • Cost: Cash$850

+1 Range Range

+1 Damage Damage

1.4 > 1.2 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$1,133

Specialized Tech
Level 2 • Cost: Cash$1,550

+1.5 Range Range

+2 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,650

Geared Up
Level 3 • Cost: Cash$8,500

+0.5 Range Range

+9 Damage Damage

0.2 > 0.175 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$4,483

Futuristic Armory
Level 4 • Cost: Cash$18,750

+1 Range Range

+9 Damage Damage

0.175 > 0.125 Firerate Firerate


Sell Price changes to Cash$10,733

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$1,850 2 0.175 1.4 15 11.43 Cash$161.85
1 Cash$2,250 2 0.15 1.2 15 13.33 Cash$168.79
2 Cash$3,750 3 0.15 1.2 18 20 Cash$187.5
3 Cash$10,750 7 0.125 1 18 56 Cash$191.96
4 Cash$26,250 15 0.125 1 20 120 Cash$218.75
Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,550 3 0.2 1.4 16 15 Cash$170
1 Cash$3,400 4 0.2 1.2 17 20 Cash$170
2 Cash$4,950 6 0.2 1.2 18.5 30 Cash$165
3 Cash$13,450 15 0.175 1 19 85.71 Cash$156.92
4 Cash$32,200 24 0.125 1 20 192 Cash$167.71

PVP Update (23 July 2025) – Shock and Awe Update (28 January 2026)

Base Statistics

Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$1,850
Placement Footprint
Average (1.5)
Sell Price
Cash$616
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.175
Hidden Detection
Hidden DetectionLevel 2+
Range
Range15
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4
Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$2,550
Placement Footprint
Average (1.5)
Sell Price
Cash$850
Placement Type
Ground
Damage
Damage3
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
Placement Limit12
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$400

0.175 > 0.15 Firerate Firerate

1.4 > 1.2 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$750

Specialized Tech
Level 2 • Cost: Cash$1,500

+3 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,250

Geared Up
Level 3 • Cost: Cash$7,000

+4 Damage Damage

0.15 > 0.125 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$3,583

Futuristic Armory
Level 4 • Cost: Cash$17,500

+2 Range Range

+10 Damage Damage


Sell Price changes to Cash$9,416

Improved Handling
Level 1 • Cost: Cash$850

+1 Range Range

+1 Damage Damage

1.4 > 1.2 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$1,133

Specialized Tech
Level 2 • Cost: Cash$1,550

+1.5 Range Range

+2 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,650

Geared Up
Level 3 • Cost: Cash$8,500

+0.5 Range Range

+9 Damage Damage

0.2 > 0.175 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$4,483

Futuristic Armory
Level 4 • Cost: Cash$18,750

+1 Range Range

+9 Damage Damage

0.175 > 0.125 Firerate Firerate


Sell Price changes to Cash$10,733

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$1,850 2 0.175 1.4 15 11.43 Cash$161.85
1 Cash$2,250 2 0.15 1.2 15 13.33 Cash$168.79
2 Cash$3,750 3 0.15 1.2 18 20 Cash$187.5
3 Cash$10,750 7 0.125 1 18 56 Cash$191.96
4 Cash$28,250 17 0.125 1 20 136 Cash$207.72
Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,550 3 0.2 1.4 16 15 Cash$170
1 Cash$3,400 4 0.2 1.2 17 20 Cash$170
2 Cash$4,950 6 0.2 1.2 18.5 30 Cash$165
3 Cash$13,450 15 0.175 1 19 85.71 Cash$156.92
4 Cash$32,200 24 0.125 1 20 192 Cash$167.71

12 March 2025 – PVP Update (23 July 2025)

Base Statistics

Minigunner
Cost: Coin8,000 • Advanced • Offense
Cost
Cash$1,850
Placement Footprint
Average (1.5)
Sell Price
Cash$616
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.175
Hidden Detection
Hidden DetectionLevel 2+
Range
Range15
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$400

0.175 > 0.15 Firerate Firerate

1.4 > 1.2 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$750

Specialized Tech
Level 2 • Cost: Cash$1,500

+3 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,250

Geared Up
Level 3 • Cost: Cash$7,000

+4 Damage Damage

0.15 > 0.125 Firerate Firerate

1.2 > 1 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$3,583

Futuristic Armory
Level 4 • Cost: Cash$17,500

+2 Range Range

+10 Damage Damage


Sell Price changes to Cash$9,416

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$1,850 2 0.175 1.4 15 11.43 Cash$161.85
1 Cash$2,250 2 0.15 1.2 15 13.33 Cash$168.79
2 Cash$3,750 3 0.15 1.2 18 20 Cash$187.5
3 Cash$10,750 7 0.125 1 18 56 Cash$191.96
4 Cash$28,250 17 0.125 1 20 136 Cash$207.72

Fallen Heroes Update Part 2 (21 August 2024) – 12 March 2025

Base Statistics

Minigunner
Cost: Coin8,000 • Advanced
Cost
Cash$2,000
Placement Footprint
Average (1.5)
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.167
Hidden Detection
Hidden DetectionLevel 2+
Range
Range13
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.5

Upgrades

Improved Handling
Level 1 • Cost: Cash$950

+1 Damage Damage

1.5 > 1.25 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$983

Specialized Tech
Level 2 • Cost: Cash$2,250

+1 Range Range

+2 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,733

Geared Up
Level 3 • Cost: Cash$7,000

+5 Damage Damage

0.167 > 0.15 Firerate Firerate

1.25 > 0.75 Rev-Up Time Rev-Up Time


Sell Price changes to Cash$4,066

Futuristic Armory
Level 4 • Cost: Cash$15,000

+1 Range Range

+7 Damage Damage

0.15 > 0.125 Firerate Firerate


Sell Price changes to Cash$9,066

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,000 2 0.167 1.5 13 11.98 Cash$166.94
1 Cash$2,950 3 0.167 1.25 13 17.96 Cash$164.25
2 Cash$5,200 5 0.167 1.25 14 29.94 Cash$173.68
3 Cash$12,200 10 0.15 0.75 14 66.67 Cash$182.99
4 Cash$27,200 17 0.125 0.75 15 136 Cash$200

Lunar Overture Update (28 October 2023) – Fallen Heroes Update Part 2 (21 August 2024)

Base Statistics

Minigunner
Cost: Coin8,000[3] • Advanced
Cost
Cash$2,500
Placement Footprint
Average (1.5)
Sell Price
Cash$833
Placement Type
Ground
Damage
Damage2
Damage Method
Single
Firerate
Firerate0.175
Hidden Detection
Hidden DetectionLevel 2+
Range
Range14
Lead Detection
Lead DetectionLevel 3+
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time2

Upgrades

Improved Handling
Level 1 • Cost: Cash$400

+1 Range Range

0.175 > 0.15 Firerate Firerate

2 > 1.4 Rev-Up Time Rev-Up Time

Sell Price changes to Cash$966

Specialized Tech
Level 2 • Cost: Cash$2,000

+1 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection

Sell Price changes to Cash$1,633

Geared Up
Level 3 • Cost: Cash$5,000

+2 Damage Damage

0.15 > 0.125 Firerate Firerate

+Lead Detection Lead Detection

Sell Price changes to Cash$3,300

Futuristic Armory
Level 4 • Cost: Cash$10,000

+2 Range Range

+5 Damage Damage


Sell Price changes to Cash$6,633

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,500 2 0.175 2 14 11.43 Cash$218.72
1 Cash$2,900 2 0.15 1.4 15 13.33 Cash$217.55
2 Cash$4,900 3 0.15 1.4 16 20 Cash$245
3 Cash$9,900 5 0.125 1.4 16 40 Cash$247.5
4 Cash$19,900 10 0.125 1.4 18 80 Cash$248.75

Entity System Update (12 March 2022) – Lunar Overture Update (28 October 2023)

Base Statistics

Minigunner
Cost: Coin5,000
Cost
Cash$2,000
Placement Footprint
Average (1.5)
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.167
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$500

+2 Range Range

0.167 > 0.125 Firerate Firerate


Sell Price changes to Cash$833

Heat Vision Goggles
Level 2 • Cost: Cash$650

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,050

Geared Up
Level 3 • Cost: Cash$5,500

+1 Damage Damage

0.125 > 0.057 Firerate Firerate


Sell Price changes to Cash$2,883

Futuristic Armory
Level 4 • Cost: Cash$9,000

+2 Range Range

+2 Damage Damage


Sell Price changes to Cash$5,883

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,000 1 0.167 1.4 16 5.99 Cash$333.89
1 Cash$2,500 1 0.125 1.4 18 8 Cash$312.5
2 Cash$3,150 1 0.125 1.4 19 8 Cash$393.75
3 Cash$8,650 2 0.075 1.4 19 26.67 Cash$324.33
4 Cash$17,650 4 0.075 1.4 21 53.33 Cash$330.96

Frost Invasion Update (8 May 2021) – Entity System Update (12 March 2022)

Base Statistics

Minigunner
Cost: Coin5,000
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.17
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$500

+2 Range Range

0.17 > 0.13 Firerate Firerate


Sell Price changes to Cash$833

Heat Vision Goggles
Level 2 • Cost: Cash$650

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,050

Geared Up
Level 3 • Cost: Cash$5,500

+1 Damage Damage

0.13 > 0.08 Firerate Firerate


Sell Price changes to Cash$2,883

Futuristic Armory
Level 4 • Cost: Cash$9,000

+2 Range Range

+2 Damage Damage


Sell Price changes to Cash$5,883

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,000 1 0.17 1.4 16 5.88 Cash$340.14
1 Cash$2,500 1 0.13 1.4 18 7.69 Cash$325.1
2 Cash$3,150 1 0.13 1.4 19 7.69 Cash$409.62
3 Cash$8,650 2 0.08 1.4 19 25 Cash$346
4 Cash$17,650 4 0.08 1.4 21 50 Cash$353

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

Base Statistics

Minigunner
Cost: Coin5,000
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.18
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$350

+2 Range Range


Sell Price changes to Cash$783

Heat Vision Goggles
Level 2 • Cost: Cash$650

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,000

Well Geared
Level 3 • Cost: Cash$1,500

+1 Damage Damage

0.18 > 0.13 Firerate Firerate


Sell Price changes to Cash$1,500

Dual Vulcans
Level 4 • Cost: Cash$4,600

0.13 > 0.08 Firerate Firerate


Sell Price changes to Cash$3,033

Futuristic Armory
Level 5 • Cost: Cash$9,000

+2 Range Range

+2 Damage Damage


Sell Price changes to Cash$6,033

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,000 1 0.18 1.4 16 5.56 Cash$359.71
1 Cash$2,350 1 0.18 1.4 18 5.56 Cash$422.66
2 Cash$3,000 1 0.18 1.4 19 5.56 Cash$539.57
3 Cash$4,500 2 0.13 1.4 19 15.38 Cash$292.59
4 Cash$9,100 2 0.08 1.4 19 25 Cash$364
5 Cash$18,100 4 0.08 1.4 21 50 Cash$362

Hardcore Testing (28 August 2020 – 29 October 2020)

Base Statistics

Minigunner
Cost: Coin3,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.18
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$350

+3 Range Range


Sell Price changes to Cash$783

Heat Vision Goggles
Level 2 • Cost: Cash$650

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,000

Well Geared
Level 3 • Cost: Cash$1,500

+1 Damage Damage

0.18 > 0.13 Firerate Firerate


Sell Price changes to Cash$1,500

Dual Vulcans
Level 4 • Cost: Cash$4,600

+1 Range Range

0.13 > 0.08 Firerate Firerate


Sell Price changes to Cash$3,033

Futuristic Armory
Level 5 • Cost: Cash$9,000

+2 Range Range

+2 Damage Damage


Sell Price changes to Cash$6,033

Statistics

Level Total Price Damage Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,000 1 0.18 1.4 16 5.56 Cash$359.71
1 Cash$2,350 1 0.18 1.4 19 5.56 Cash$422.66
2 Cash$3,000 1 0.18 1.4 20 5.56 Cash$539.57
3 Cash$4,500 2 0.13 1.4 20 15.38 Cash$292.59
4 Cash$9,100 2 0.08 1.4 21 25 Cash$364
5 Cash$18,100 4 0.08 1.4 23 50 Cash$362

MEGA Update (13 October 2019) – Overhaul Update (29 October 2020)

Base Statistics

Minigunner
Cost: Coin2,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Placement Limit
N/A

Upgrades

Improved Handling
Level 1 • Cost: Cash$250

+3 Range Range


Sell Price changes to Cash$750

Heat Vision Goggles
Level 2 • Cost: Cash$525

+1 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$925

Bandolier
Level 3 • Cost: Cash$2,000

0.2 > 0.17 Firerate Firerate


Sell Price changes to Cash$1,591

DUAL MINIGUNS
Level 4 • Cost: Cash$5,500

+1 Range Range

0.17 > 0.09 Firerate Firerate


Sell Price changes to Cash$3,425

High Tech Super Soldier
Level 5 • Cost: Cash$8,500

+1 Range Range

+2 Damage Damage


Sell Price changes to Cash$6,258

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$2,000 1 0.2 16 5 Cash$400
1 Cash$2,250 1 0.2 19 5 Cash$450
2 Cash$2,775 2 0.2 20 10 Cash$277.5
3 Cash$4,775 2 0.17 20 11.76 Cash$406.04
4 Cash$10,275 2 0.09 21 22.22[4] Cash$462.42
5 Cash$18,775 4 0.09 22 44.44[4] Cash$422.48

2 August 2019 – MEGA Update (13 October 2019)

Base Statistics

Minigunner
Cost: Coin2,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$500
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range12
Placement Limit
N/A

Upgrades

N/A
Level 1 • Cost: Cash$250

+3 Range Range


Sell Price changes to Cash$562

N/A
Level 2 • Cost: Cash$525

+1 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$693

N/A
Level 3 • Cost: Cash$2,000

0.2 > 0.17 Firerate Firerate


Sell Price changes to Cash$1,193

N/A
Level 4 • Cost: Cash$5,500

+1 Range Range

0.17 > 0.09 Firerate Firerate


Sell Price changes to Cash$2,568

N/A
Level 5 • Cost: Cash$8,500

+1 Range Range

+2 Damage Damage


Sell Price changes to Cash$4,693

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$2,000 1 0.2 12 5 Cash$400
1 Cash$2,250 1 0.2 15 5 Cash$450
2 Cash$2,775 2 0.2 16 10 Cash$277.5
3 Cash$4,775 2 0.17 16 11.76 Cash$406.04
4 Cash$10,275 2 0.09[4] 17 22.22 Cash$462.42
5 Cash$18,775 4 0.09[4] 18 44.44 Cash$422.48

14 June 2019 – 2 August 2019

Base Statistics

Minigunner
Cost: Coin2,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$500
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range12
Placement Limit
N/A

Upgrades

N/A
Level 1 • Cost: Cash$250

+3 Range Range


Sell Price changes to Cash$562

N/A
Level 2 • Cost: Cash$525

+1 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$693

N/A
Level 3 • Cost: Cash$2,000

0.2 > 0.17 Firerate Firerate


Sell Price changes to Cash$1,193

N/A
Level 4 • Cost: Cash$5,500

+3 Range Range

0.17 > 0.09 Firerate Firerate


Sell Price changes to Cash$2,568

N/A
Level 5 • Cost: Cash$8,000

+4 Range Range

+2 Damage Damage


Sell Price changes to Cash$4,568

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$2,000 1 0.2 12 5 Cash$400
1 Cash$2,250 1 0.2 15 5 Cash$450
2 Cash$2,775 2 0.2 16 10 Cash$277.5
3 Cash$4,775 2 0.17 16 11.76 Cash$406.04
4 Cash$10,275 2 0.09[4] 19 22.22 Cash$462.42
5 Cash$18,275 4 0.09[4] 23 44.44 Cash$411.23
Entity System Update (12 March 2022) – 13 May 2022

Base Statistics

Minigunner
Cost: Coin5,000
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1[5]
Damage Method
Single
Firerate
Firerate0.167
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$500

+2 Range Range

0.167 > 0.125 Firerate Firerate


Sell Price changes to Cash$833

Heat Vision Goggles
Level 2 • Cost: Cash$650

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,050

Geared Up
Level 3 • Cost: Cash$5,500

+2 Damage Damage

0.125 > 0.075 Firerate Firerate


Sell Price changes to Cash$2,883

Futuristic Armory
Level 4 • Cost: Cash$9,000

+2 Range Range

+3 Damage Damage


Sell Price changes to Cash$5,883

Statistics

Level Total Price Damage[5] Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,000 1 0.167 1.4 16 5.99 Cash$333.89
1 Cash$2,500 1 0.125 1.4 18 8 Cash$312.5
2 Cash$3,150 1 0.125 1.4 19 8 Cash$393.75
3 Cash$8,650 3 0.075 1.4 19 40 Cash$216.25
4 Cash$17,650 6 0.058 1.4 21 80 Cash$220.63

Frost Invasion Update (8 May 2021) – Entity System Update (12 March 2022)

Base Statistics

Minigunner
Cost: Coin5,000
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1[5]
Damage Method
Single
Firerate
Firerate0.17
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$500

+2 Range Range

0.17 > 0.13 Firerate Firerate


Sell Price changes to Cash$833

Heat Vision Goggles
Level 2 • Cost: Cash$650

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,050

Geared Up
Level 3 • Cost: Cash$5,500

+2 Damage Damage

0.13 > 0.08 Firerate Firerate


Sell Price changes to Cash$2,883

Futuristic Armory
Level 4 • Cost: Cash$9,000

+2 Range Range

+3 Damage Damage


Sell Price changes to Cash$5,883

Statistics

Level Total Price Damage[5] Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,000 1 0.17 1.4 16 5.88 Cash$340.14
1 Cash$2,500 1 0.13 1.4 18 7.69 Cash$325.1
2 Cash$3,150 1 0.13 1.4 19 7.69 Cash$409.62
3 Cash$8,650 3 0.08 1.4 19 37.5 Cash$230.67
4 Cash$17,650 6 0.08 1.4 21 75 Cash$235.33

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

Base Statistics

Minigunner
Cost: Coin5,000
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1[5]
Damage Method
Single
Firerate
Firerate0.18
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$350

+2 Range Range


Sell Price changes to Cash$783

Heat Vision Goggles
Level 2 • Cost: Cash$650

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,000

Well Geared
Level 3 • Cost: Cash$1,500

+2 Damage Damage

0.18 > 0.13 Firerate Firerate


Sell Price changes to Cash$1,500

Dual Vulcans
Level 4 • Cost: Cash$4,600

0.13 > 0.08 Firerate Firerate


Sell Price changes to Cash$3,033

Futuristic Armory
Level 5 • Cost: Cash$9,000

+2 Range Range

+3 Damage Damage


Sell Price changes to Cash$6,033

Statistics

Level Total Price Damage[5] Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,000 1 0.18 1.4 16 5.56 Cash$359.71
1 Cash$2,350 1 0.18 1.4 18 5.56 Cash$422.66
2 Cash$3,000 1 0.18 1.4 19 5.56 Cash$539.57
3 Cash$4,500 3 0.13 1.4 19 23.08 Cash$194.97
4 Cash$9,100 3 0.08 1.4 19 37.5 Cash$242.67
5 Cash$18,100 6 0.08 1.4 21 75 Cash$241.33

Hardcore Testing (28 August 2020 – 29 October 2020)

Base Statistics

Minigunner
Cost: Coin3,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1[5]
Damage Method
Single
Firerate
Firerate0.18
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Lead Detection
N/A
Placement Limit
N/A
Flying Detection
N/A
Rev-Up Time
Rev-Up Time1.4

Upgrades

Improved Handling
Level 1 • Cost: Cash$350

+3 Range Range


Sell Price changes to Cash$783

Heat Vision Goggles
Level 2 • Cost: Cash$650

+1 Range Range

+Hidden Detection Hidden Detection


Sell Price changes to Cash$1,000

Well Geared
Level 3 • Cost: Cash$1,500

+2 Damage Damage

0.18 > 0.13 Firerate Firerate


Sell Price changes to Cash$1,500

Dual Vulcans
Level 4 • Cost: Cash$4,600

+1 Range Range

0.13 > 0.08 Firerate Firerate


Sell Price changes to Cash$3,033

Futuristic Armory
Level 5 • Cost: Cash$9,000

+2 Range Range

+3 Damage Damage


Sell Price changes to Cash$6,033

Statistics

Level Total Price Damage[5] Firerate Rev-Up Time Range DPS[2] Cost Efficiency
0 Cash$2,000 1 0.18 1.4 16 5.56 Cash$359.71
1 Cash$2,350 1 0.18 1.4 19 5.56 Cash$422.66
2 Cash$3,000 1 0.18 1.4 20 5.56 Cash$539.57
3 Cash$4,500 3 0.13 1.4 20 23.08 Cash$194.97
4 Cash$9,100 3 0.08 1.4 21 37.5 Cash$242.67
5 Cash$18,100 6 0.08 1.4 23 75 Cash$241.33

12 January 2020 – Overhaul Update (29 October 2020)

Base Statistics

Minigunner
Cost: Coin2,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1[5]
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Placement Limit
N/A

Upgrades

Improved Handling
Level 1 • Cost: Cash$250

+3 Range Range


Sell Price changes to Cash$750

Heat Vision Goggles
Level 2 • Cost: Cash$525

+1 Range Range

+2 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$925

Bandolier
Level 3 • Cost: Cash$2,000

0.2 > 0.17 Firerate Firerate


Sell Price changes to Cash$1,591

DUAL MINIGUNS
Level 4 • Cost: Cash$5,500

+1 Range Range

0.17 > 0.09 Firerate Firerate


Sell Price changes to Cash$3,425

High Tech Super Soldier
Level 5 • Cost: Cash$8,500

+1 Range Range

+3 Damage Damage


Sell Price changes to Cash$6,258

Statistics

Level Total Price Damage[5] Firerate Range DPS Cost Efficiency
0 Cash$2,000 1 0.2 16 5 Cash$400
1 Cash$2,250 1 0.2 19 5 Cash$400
2 Cash$2,775 3 0.2 20 15 Cash$185
3 Cash$4,775 3 0.17 20 17.65 Cash$270.54
4 Cash$10,275 3 0.09[4] 21 33.33 Cash$308.28
5 Cash$18,775 6 0.09[4] 22 66.67 Cash$281.61

8 December 2019 – 12 January 2020

Base Statistics

Minigunner
Cost: Coin2,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1[6]
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Placement Limit
N/A

Upgrades

Improved Handling
Level 1 • Cost: Cash$250

+3 Range Range


Sell Price changes to Cash$750

Heat Vision Goggles
Level 2 • Cost: Cash$525

+1 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$925

Bandolier
Level 3 • Cost: Cash$2,000

0.2 > 0.17 Firerate Firerate


Sell Price changes to Cash$1,591

DUAL MINIGUNS
Level 4 • Cost: Cash$5,500

+1 Range Range

0.17 > 0.09 Firerate Firerate


Sell Price changes to Cash$3,425

High Tech Super Soldier
Level 5 • Cost: Cash$8,500

+1 Range Range

+3 Damage Damage


Sell Price changes to Cash$6,258

Statistics

Level Total Price Damage[6] Firerate Range DPS Cost Efficiency
0 Cash$2,000 1 0.2 16 5 Cash$400
1 Cash$2,250 1 0.2 19 5 Cash$450
2 Cash$2,775 2 0.2 20 10 Cash$277.5
3 Cash$4,775 2 0.17 20 11.76 Cash$406.04
4 Cash$10,275 2 0.09 21 22.22[4] Cash$462.42
5 Cash$18,775 5 0.09 22 55.56[4] Cash$337.92

18 October 2019 – 8 December 2019

Base Statistics

Minigunner
Cost: Coin2,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1[7]
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Placement Limit
N/A

Upgrades

Improved Handling
Level 1 • Cost: Cash$250

+3 Range Range


Sell Price changes to Cash$750

Heat Vision Goggles
Level 2 • Cost: Cash$525

+1 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$925

Bandolier
Level 3 • Cost: Cash$2,000

0.2 > 0.17 Firerate Firerate


Sell Price changes to Cash$1,591

DUAL MINIGUNS
Level 4 • Cost: Cash$5,500

+1 Range Range

0.17 > 0.09 Firerate Firerate


Sell Price changes to Cash$3,425

High Tech Super Soldier
Level 5 • Cost: Cash$8,500

+1 Range Range

+3 Damage Damage


Sell Price changes to Cash$6,258

Statistics

Level Total Price Damage[7] Firerate Range DPS Cost Efficiency
0 Cash$2,000 1 0.2 16 5 Cash$400
1 Cash$2,250 1 0.2 19 5 Cash$450
2 Cash$2,775 2 0.2 20 10 Cash$277.5
3 Cash$4,775 2 0.17 20 11.76 Cash$406.04
4 Cash$10,275 2 0.09 21 22.22[4] Cash$462.42
5 Cash$18,775 5 0.09 22 55.56[4] Cash$337.92

MEGA Update (13 October 2019) – 18 October 2019

Base Statistics

Minigunner
Cost: Coin2,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Placement Limit
N/A

Upgrades

Improved Handling
Level 1 • Cost: Cash$250

+3 Range Range


Sell Price changes to Cash$750

Heat Vision Goggles
Level 2 • Cost: Cash$525

+1 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$925

Bandolier
Level 3 • Cost: Cash$2,000

0.2 > 0.17 Firerate Firerate


Sell Price changes to Cash$1,591

DUAL MINIGUNS
Level 4 • Cost: Cash$5,500

+1 Range Range

0.17 > 0.09 Firerate Firerate


Sell Price changes to Cash$3,425

High Tech Super Soldier
Level 5 • Cost: Cash$8,500

+1 Range Range

+2 Damage Damage


Sell Price changes to Cash$6,258

Statistics

Level Total Price Damage Firerate Range DPS Cost Efficiency
0 Cash$2,000 1 0.2 16 5 Cash$400
1 Cash$2,250 1 0.2 19 5 Cash$450
2 Cash$2,775 2 0.2 20 10 Cash$277.5
3 Cash$4,775 2 0.17 20 11.76 Cash$406.04
4 Cash$10,275 2 0.09 21 22.22[4] Cash$462.42
5 Cash$18,775 4 0.09 22 44.44[4] Cash$422.48
12 January 2020 – Overhaul Update (29 October 2020)

Base Statistics

Minigunner
Cost: Coin2,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1[7]
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Placement Limit
N/A

Upgrades

Improved Handling
Level 1 • Cost: Cash$250

+3 Range Range


Sell Price changes to Cash$750

Heat Vision Goggles
Level 2 • Cost: Cash$525

+1 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$925

Bandolier
Level 3 • Cost: Cash$2,000

0.2 > 0.17 Firerate Firerate


Sell Price changes to Cash$1,591

DUAL MINIGUNS
Level 4 • Cost: Cash$5,500

+1 Range Range

0.17 > 0.09 Firerate Firerate


Sell Price changes to Cash$3,425

High Tech Super Soldier
Level 5 • Cost: Cash$8,500

+1 Range Range

+3 Damage Damage


Sell Price changes to Cash$6,258

Statistics

Level Total Price Damage[7] Firerate Range DPS Cost Efficiency
0 Cash$2,000 1 0.2 16 5 Cash$400
1 Cash$2,250 1 0.2 19 5 Cash$450
2 Cash$2,775 2 0.2 20 10 Cash$277.5
3 Cash$4,775 2 0.17 20 11.76 Cash$406.04
4 Cash$10,275 2 0.09 21 22.22[4] Cash$462.42
5 Cash$18,775 5 0.09 22 55.56[4] Cash$337.92

8 December 2019 – 12 January 2020

Base Statistics

Minigunner
Cost: Coin2,500
Cost
Cash$2,000
Placement Footprint
Average
Sell Price
Cash$666
Placement Type
Ground
Damage
Damage1[8]
Damage Method
Single
Firerate
Firerate0.2
Hidden Detection
Hidden DetectionLevel 2+
Range
Range16
Placement Limit
N/A

Upgrades

Improved Handling
Level 1 • Cost: Cash$250

+3 Range Range


Sell Price changes to Cash$750

Heat Vision Goggles
Level 2 • Cost: Cash$525

+1 Range Range

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$925

Bandolier
Level 3 • Cost: Cash$2,000

0.2 > 0.17 Firerate Firerate


Sell Price changes to Cash$1,591

DUAL MINIGUNS
Level 4 • Cost: Cash$5,500

+1 Range Range

0.17 > 0.09 Firerate Firerate


Sell Price changes to Cash$3,425

High Tech Super Soldier
Level 5 • Cost: Cash$8,500

+1 Range Range

+2 Damage Damage


Sell Price changes to Cash$6,258

Statistics

Level Total Price Damage[8] Firerate Range DPS Cost Efficiency
0 Cash$2,000 1 0.2 16 5 Cash$400
1 Cash$2,250 1 0.2 19 5 Cash$450
2 Cash$2,775 2 0.2 20 10 Cash$277.5
3 Cash$4,775 2 0.17 20 11.76 Cash$406.04
4 Cash$10,275 2 0.09 21 22.22[4] Cash$462.42
5 Cash$18,775 4 0.09 22 44.44[4] Cash$422.48

Notes

  1. ↑ 1.0 1.1 1.2 1.3 DPS does not consider rev-up time.
  2. ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 DPS does not consider rev-up time.
  3. ↑ Prior to the 21st of December 2023, it had a cost of Coin5,000.
  4. ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 Firerate is increased by 0.025 instead of 0.05
  5. ↑ 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 Damage is increased by 50% DamageDamage Buff
  6. ↑ 6.0 6.1 Damage is increased by 35% DamageDamage Buff
  7. ↑ 7.0 7.1 7.2 7.3 Damage is increased by 25% DamageDamage Buff
  8. ↑ 8.0 8.1 Damage is increased by 15% DamageDamage Buff


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