Operator

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This article is about Operator. You may be looking for Operator Ducky (Ducky Revenge) or Operator Ducky (D00M's Revenge).

"Eyes up, it's all yours. An early-game specialist that boosts other Operators in range and can see into others' sightlines when upgraded."
―Store Description

Description

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The Operator, internally referred to as EvolvedOperator, is the evolved version of the Scout, unlocked by reaching Level 20 on the Scout tower, either by getting the experience or by skipping the need to get it by paying Robux 499. Once done, it can be bought for Gem 4,500 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 Operator fires in bursts, with a moderate delay between each one. Starting from Level 2, it gains a Coordination damage buff for each Operator that has Coordination unlocked placed to it in a small radius. At Level 5, it gains Shared Optics, which lets it attack enemies in the range of another Operator with Shared Optics that is in its range. If the Operator in its range has other Operators in their range, then it will be able to fire from these Operator ranges too.

The Operator has hidden detection from Level 1 and flying detection from Level 2. It has a placement limit of 16.

Upgrades

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Tactical Gear
Level 1 • Evolution Level: 0 • Cost: Cash$325

+1 Damage Damage

+Hidden Detection Hidden Detection


Sell Price changes to Cash$208

Convergent Forces
Level 2 • Evolution Level: 0 • Cost: Cash$700

+1 Damage Damage

+1.5 Range Range

1.4 > 1 Burst Cooldown Burst Cooldown

+Flying Detection Flying Detection

Gains and applies a Coordination damage buff to nearby Operators

•4 Coordination Radius Coordination Radius

•10% Coordination Damage Boost


Sell Price changes to Cash$441

Cyber-Enforcer
Level 3 • Evolution Level: 0 • Cost: Cash$1,250

+1 Damage Damage

0.12 > 0.1 Firerate Firerate

6 > 9 Burst Count Burst Count


Sell Price changes to Cash$858

Threat Detection Sentinel
Level 4 • Evolution Level: 0 • Cost: Cash$1,950

+2 Damage Damage

+1.5 Coordination Radius Coordination Radius



Sell Price changes to Cash$1,508

Synchronized Vision
Level 5 • Evolution Level: 10 • Cost: Cash$3,500

0.1 > 0.16 Firerate Firerate

+0.5 Range Range

1 > 0 Burst Cooldown Burst Cooldown

"Target spotted. Now everyone sees it."

Operator now can target enemies in the range of other Operators if that Operator is in its range


Sell Price changes to Cash$2,675

1000-THR E.M.
Level 6 • Evolution Level: 20 • Cost: Cash$7,000

+4 Damage Damage

+1 Range Range


Sell Price changes to Cash$5,008

Statistics

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Operator Stats
Level Cost Total Cost Damage Burst Count Firerate Burst Cooldown Range Coordination Damage Boost Coordination Radius DPS[1] Cost Efficiency
0 Cash$300 Cash$300 1 6 0.12 1.4 14 N/A N/A 2.83 Cash$106.01
1 Cash$325 Cash$625 2 6 0.12 1.4 14 N/A N/A 5.66 Cash$110.42
2 Cash$700 Cash$1,325 3 6 0.12 1 15.5 10% 4 10.47 Cash$126.55
3 Cash$1,250 Cash$2,575 4 9 0.1 1 15.5 10% 4 18.95 Cash$135.88
4 Cash$1,950 Cash$4,525 6 9 0.1 1 15.5 10% 5.5 28.42 Cash$159.22
5 Cash$3,500 Cash$8,025 6 N/A 0.16 0 16 10% 5.5 37.5 Cash$214
6 Cash$7,000 Cash$15,025 10 N/A 0.16 0 17 10% 5.5 62.5 Cash$240.4
Coordination Stats
Level 4x Boost Percentage 4x Boost Damage 4x Boost DPS 8x Boost Percentage 8x Boost Damage 8x Boost DPS 12x Boost Percentage 12x Boost Damage 12x Boost DPS 16x Boost Percentage 16x Boost Damage 16x Boost DPS
2 40% 4 13.95 80% 5 17.44 120% 6 20.93 160% 7 24.42
3 40% 5 23.68 80% 7 33.16 120% 8 37.89 160% 10 47.37
4 40% 8 37.89 80% 10 47.37 120% 13 61.58 160% 15 71.05
5 40% 8 50 80% 10 62.5 120% 13 81.25 160% 15 93.75
6 40% 14 87.5 80% 18 112.5 120% 22 137.5 160% 26 162.5
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

Skins

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Skin Pirate
Rarity Uncommon
Daily Store Cost Coin 4,000
Obtained From Pirate Crate

Strategy

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  • The Operator is best used in the early to mid-game.
  • At Level 2, it gains Coordination, which makes it apply and receive a damage boost from other nearby Operators that have Coordination.
    • The area in which it is applied is very small, meaning the tower has to be placed in a tight group for this to work well.
  • At Level 5, it gains Shared Optics, which will make it target enemies in the range of other Operators with Shared Optics in its range.
    • This slightly conflicts with its Coordination, as that requires Operators to be placed close to each other while Shared Optics benefits from them being spread out.
      • One way to benefit from both is to have one main group of Operators where one of them can see an Operator that is at the edge of their range, extending all their ranges. Afterwards, another Operator can be put in the range of the one at the edge, extending it even further. This can be repeated until you hit the placement limit.
      • Another method is to have a few groups of Operators placed together apart from each other, but close enough that one group has another group in its range.

Trivia

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  • The Operator is one of the first three evolved towers revealed in 2020 prior to the release of the Overhaul Update, the other two being Juggernaut and Kingpin.
  • The Operator's Level 3 design and upgrade name may be a reference to Robocop.
  • The Operator's Level 6 upgrade name, 1000-THR E.M is a reference to the name of the 1000-THR Earthmover from ULTRAKILL
    • The Level 6 mask design is also possibly based on it.
  • The Operator's Level 4 upgrade name, Threat Detection Sentinel, can be abbreviated to TDS, which happens to be the abbreviation for Tower Defense Simulator.

Update History

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  • 19 June 2026 - v2.1.0
    • Operator added.
  • 17 July 2026 - v2.3.0
    • Level 5 and 6 now use their upgrade names in the research menu instead of Automatic Weapons for Level 5 and Smart Optics for Level 6.
    • Statistical changes:
      • Base
        • Burst cooldown decreased from 1.6 to 1.5.
      • Level 2
        • Cost increased from Cash$500 to Cash$700.
        • Range decreased from +2 to +1.5.
        • Burst cooldown changed from 1.6 > 1.4 to 1.5 > 1.
        • Coordination radius decreased from 5 to 3.75.
        • Coordination damage boost increased from 5% to 10%.
      • Level 3
        • Damage decreased from +2 to +1.
      • Level 4
        • Cost increased from Cash$2,100 to Cash$2,575.
        • Damage decreased from +2 to +1.
        • Coordination radius increased from +0 to +1.75.
      • Level 5
        • Cost decreased from Cash$3,350 to Cash$3,125.
        • Damage increased from +0 to +1.
        • Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
        • Range decreased from +1 to +0.5.
        • Burst cooldown changed from 1.4 > 0 to 1 > 0.
      • Level 6
        • Cost decreased from Cash$6,400 to Cash$4,250.
        • Damage decreased from +5 to +0.
        • Firerate changed from 0.16 to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
        • Range increased from +0 to +1.
        • Coordination damage boost changed from 5% > 7.5% to 10%.
    • New skin: Pirate
  • 31 July 2026 - v2.4.0
    • Placement limit decreased from 20 to 16.
    • Statistical changes:
      • Base
        • Placement limit decreased from 20 to 16.
        • Burst cooldown decreased from 1.5 to 1.4.
      • Level 2
        • Burst cooldown changed from 1.5 > 1 to 1.4 > 1.
        • Coordination radius increased from 3.75 to 4.
      • Level 4
        • Cost decreased from Cash$2,575 to Cash$1,950.
        • Damage increased from +1 to +2.
        • Coordination radius decreased from +1.75 to +0.75.
        • Shared Optics removed.
        • Name changed from Synchronized Vision to Threat Detection Sentinel.
      • Level 5
        • Cost increased from Cash$3,125 to Cash$3,500.
        • Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to Lua error in package.lua at line 80: module 'Dev:Yesno' not found..
        • Coordination radius increased from +0 to +0.75.
        • Shared Optics added, moved from Level 4.
        • Name changed from Threat Detection Sentinel to Synchronized Vision.
      • Level 6
        • Cost increased from Cash$4,250 to Cash$7,000.
        • Damage increased from +0 to +4.
        • Firerate changed from Lua error in package.lua at line 80: module 'Dev:Yesno' not found. to 0.16.
        • Coordination radius decreased from +0 to -0.75.
    • Bug: Level 4 and 6 have incorrect coordination radius.
    • Bug: Level 4 will visually have other Operator ranges appear when selected as if Shared Optics was active.
  • 7 August 2026 - v2.5.0
    • Bugfix: Level 4 and 6 now have the correct coordination radius of 4.75, now it is 5.5.

Notes

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  1. Calculated as (Damage × Burst Count) ÷ (Cooldown + (Firerate × Burst Count)).


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