Pursuit/History

Revision as of 21:40, 16 February 2026 by imported>Yourcraf (Upgrades)

This is the history subpage for the Pursuit/History. It contains every revision of the tower's statistics.

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

Shock And Awe Update (28 January 2026)– Present

Base Stats

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

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

Base Stats

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Upgrades

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.
|
.50 Caliber
Level 1 • Cost: .50 Caliber - Cash$1,200

+2 Damage Damage

+1 Range Range

30 > 16 Speed Speed

+Lead Detection Lead Detection


Sell Price changes to Cash$1,400

Enhanced Radar
Level 2 • Cost: Enhanced Radar - Cash$1,850

+1.5 Range Range

+2 Damage Damage

16 > 25 Speed Speed

+2 Patrol Range Patrol Range


Sell Price changes to Cash$2,016

Air to Ground Missiles
Level 3 • Cost: Air to Ground Missiles - Cash$5,000

+1 Range Range

0.258 > 0.208 Firerate Firerate

+40 Ammo Ammo

4 > 3.5 Reload Time Reload Time

•35 Missile Damage Damage

•3 Explosion Range Explosion Range

•7 Missile Cooldown Missile Cooldown

•2 Missiles

•0.5 Burst Time Burst Time

•20 Missile Speed


Sell Price changes to Cash$3,683

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.
|
.50 Caliber
Level 1 • Cost: .50 Caliber - Cash$750

+1 Range Range

+2 Damage Damage

25 > 16 Speed Speed

+Lead Detection Lead Detection


Sell Price changes to Cash$1,083

Enhanced Radar
Level 2 • Cost: Enhanced Radar - Cash$1,500

+1.5 Range Range

+2 Damage Damage

16 > 25 Speed Speed

+2 Patrol Range Patrol Range


Sell Price changes to Cash$1,583

Air to Ground Missiles
Level 3 • Cost: Air to Ground Missiles - Cash$3,500

+1 Range Range

0.258 > 0.208 Firerate Firerate

+40 Ammo Ammo

4 > 3.5 Reload Time Reload Time

•35 Missile Damage Damage

•3 Explosion Range Explosion Range

•7 Missile Cooldown Missile Cooldown

•2 Missiles

•0.5 Burst Time Burst Time

•20 Missile Speed


Sell Price changes to Cash$2,750

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Stats Table

Neutral Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[2] Cost Efficiency
0 Cash$3,000 6 N/A 35 0.258 N/A N/A 4 N/A 7 14 N/A 30 N/A 16.12 Cash$186.1
1 Cash$4,200 8 N/A 35 0.258 N/A N/A 4 N/A 8 14 N/A 16 N/A 21.49 Cash$195.44
2 Cash$6,050 10 N/A 35 0.258 N/A N/A 4 N/A 9.5 16 N/A 25 N/A 26.86 Cash$225.24
3 Cash$11,050 10 35x2 75 0.208 7 0.5 3.5 N/A 9.5 16 3 25 20 48.02[3] Cash$230.11
Top Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[2] Cost Efficiency
4 Cash$27,050 12 35x4 150 0.108 6 0.5 3 1.5 11 18.5 3 25 20 104.46[4] Cash$258.95
5 Cash$69,550 26 35x4 200 0.093 6 0.25 2.5 1.5 12 21 4 25 20 250.09[5] Cash$279.7
Bottom Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[2] Cost Efficiency
4 Cash$21,050 10 25x6 75 0.208 3 0.25 3.5 N/A 11 17.5 6 25 20 72.6[6] Cash$289.94
5 Cash$49,550 12 60x8 75 0.208 3 0.15 2.25 N/A 12 19.5 6 25 20 164.71[7] Cash$300.83
Neutral Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[2] Cost Efficiency
0 Cash$2,500 6 N/A 35 0.258 N/A N/A 4 N/A 7 14 N/A 30 N/A 16.12 Cash$155.09
1 Cash$3,250 8 N/A 35 0.258 N/A N/A 4 N/A 8 14 N/A 16 N/A 21.49 Cash$151.23
2 Cash$4,750 10 N/A 35 0.258 N/A N/A 4 N/A 9.5 16 N/A 25 N/A 26.86 Cash$176.84
3 Cash$8,250 10 35x2 75 0.208 7 0.5 3.5 N/A 9.5 16 3 25 20 48.02[3] Cash$171.8
Top Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[2] Cost Efficiency
4 Cash$20,750 12 35x4 150 0.108 6 0.5 3 1.5 11 18.5 3 25 20 104.46[4] Cash$198.64
5 Cash$50,750 26 35x4 200 0.093 6 0.25 2.5 1.5 12 21 4 25 20 250.09[5] Cash$202.93
Bottom Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[2] Cost Efficiency
4 Cash$15,750 10 25x6 75 0.208 3 0.25 3.5 N/A 11 17.5 6 25 20 72.6[6] Cash$216.94
5 Cash$38,250 12 60x8 75 0.208 3 0.15 2.25 N/A 12 19.5 6 25 20 164.71[7] Cash$232.23

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

Base Stats

Pursuit/History
Cost
Cash$3,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,000
Placement Type
Ground (Air-based)
Damage
Damage6
Damage Method
Single
Splash (Level 3+)
Firerate
Firerate0.258
Hidden Detection
Hidden DetectionLevel 4B
Range
Range7
Lead Detection
Lead DetectionLevel 1+
Placement Limit
Placement Limit5
Flying Detection
Flying DetectionLevel 0+
Ammo
Ammo35
Reload Time
Reload Time4
Patrol Range
Patrol Range14
Speed
Speed30

Upgrades

.50 Caliber
Level 1 • Cost: .50 Caliber - Cash$1,200

+1 Range Range

+2 Damage Damage

30 > 16 Speed Speed

+Lead Detection Lead Detection


Sell Price changes to Cash$1,400

Enhanced Radar
Level 2 • Cost: Enhanced Radar - Cash$1,850

+1.5 Range Range

+2 Damage Damage

16 > 25 Speed Speed

+2 Patrol Range Patrol Range


Sell Price changes to Cash$2,016

Air to Ground Missiles
Level 3 • Cost: Air to Ground Missiles - Cash$5,000

+1 Range Range

0.258 > 0.208 Firerate Firerate

+40 Ammo Ammo

4 > 3.5 Reload Time Reload Time

•35 Missile Damage Damage

•3 Explosion Range Explosion Range

•7 Missile Cooldown Missile Cooldown

•2 Missiles

•0.5 Burst Time Burst Time

•20 Missile Speed


Sell Price changes to Cash$3,683

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Stats Table

Neutral Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[2] Cost Efficiency
0 Cash$3,000 6 N/A 35 0.258 N/A N/A 4 N/A 7 14 N/A 30 N/A 16.12 Cash$186.1
1 Cash$4,200 8 N/A 35 0.258 N/A N/A 4 N/A 8 14 N/A 16 N/A 21.49 Cash$195.44
2 Cash$6,050 10 N/A 35 0.258 N/A N/A 4 N/A 9.5 16 N/A 25 N/A 26.86 Cash$225.24
3 Cash$11,050 10 35x2 75 0.208 7 0.5 3.5 N/A 9.5 16 3 25 20 48.02[3] Cash$230.11
Top Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[2] Cost Efficiency
4 Cash$27,050 12 35x4 150 0.108 6 0.5 3 1.5 11 18.5 3 25 20 104.46[4] Cash$258.95
5 Cash$69,550 26 35x4 200 0.093 6 0.25 2.5 1.5 12 21 4 25 20 250.09[5] Cash$279.7
Bottom Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[2] Cost Efficiency
4 Cash$21,050 10 25x6 75 0.208 3 0.25 3.5 N/A 11 17.5 6 25 20 72.6[6] Cash$289.94
5 Cash$49,550 12 60x8 75 0.208 3 0.15 2.25 N/A 12 19.5 6 25 20 164.71[7] Cash$300.83

26 March 2025 – PVP Update (23 July 2025)

Base Stats

Pursuit/History
Cost
Cash$3,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,000
Placement Type
Ground (Air-based)
Damage
Damage6
Damage Method
Single
Splash (Level 3+)
Firerate
Firerate0.258
Hidden Detection
Hidden DetectionLevel 4B
Range
Range8
Lead Detection
Lead DetectionLevel 1+
Placement Limit
Placement Limit5
Flying Detection
Flying DetectionLevel 0+
Ammo
Ammo35
Reload Time
Reload Time4
Patrol Range
Patrol Range14
Speed
Speed25

Upgrades

.50 Caliber
Level 1 • Cost: .50 Caliber - Cash$1,200

+2 Damage Damage

25 > 16 Speed Speed

+Lead Detection Lead Detection


Sell Price changes to Cash$1,400

Enhanced Radar
Level 2 • Cost: Enhanced Radar - Cash$1,850

+1.5 Range Range

+2 Damage Damage

16 > 25 Speed Speed

+2 Patrol Range Patrol Range


Sell Price changes to Cash$2,016

Air to Ground Missiles
Level 3 • Cost: Air to Ground Missiles - Cash$5,000

+1 Range Range

0.258 > 0.208 Firerate Firerate

+40 Ammo Ammo

4 > 3.5 Reload Time Reload Time

•35 Missile Damage Damage

•3 Explosion Range Explosion Range

•7 Missile Cooldown Missile Cooldown

•2 Missiles

•0.5 Burst Time Burst Time

•20 Missile Speed


Sell Price changes to Cash$3,683

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Stats Table

Neutral Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
0 Cash$3,000 6 N/A 35 0.258 N/A N/A 4 N/A 8 14 N/A 25 N/A 16.12 Cash$186.1
1 Cash$4,200 8 N/A 35 0.258 N/A N/A 4 N/A 8 14 N/A 16 N/A 21.49 Cash$195.44
2 Cash$6,050 10 N/A 35 0.258 N/A N/A 4 N/A 9.5 16 N/A 25 N/A 26.86 Cash$225.24
3 Cash$11,050 10 35x2 75 0.208 7 0.5 3.5 N/A 9.5 16 3 25 20 48.02[3] Cash$230.11
Top Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
4 Cash$27,050 12 35x4 150 0.108 6 0.5 3 1.5 11 18.5 3 25 20 111.25[9] Cash$243.15
5 Cash$69,550 26 35x4 200 0.093 6 0.25 2.5 1.5 12 21 4 25 20 266.45[10] Cash$261.02
Bottom Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
4 Cash$21,050 10 25x6 75 0.208 3 0.25 3.5 N/A 11 17.5 6 25 20 72.6[6] Cash$289.94
5 Cash$49,550 12 60x8 75 0.208 3 0.15 2.25 N/A 12 19.5 6 25 20 164.71[7] Cash$300.83

Archer Update (15 January 2025) – 26 March 2025

Base Stats

Pursuit/History
Cost
Cash$3,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,000
Placement Type
Ground (Air-based)
Damage
Damage6
Damage Method
Single
Splash (Level 3+)
Firerate
Firerate0.258
Hidden Detection
Hidden DetectionLevel 5A
Range
Range8
Lead Detection
Lead DetectionLevel 1+
Placement Limit
Placement Limit5
Flying Detection
Flying DetectionLevel 0+
Ammo
Ammo35
Reload Time
Reload Time4
Patrol Range
Patrol Range14
Speed
Speed25

Upgrades

.50 Caliber
Level 1 • Cost: .50 Caliber - Cash$1,200

+2 Damage Damage

25 > 16 Speed Speed

+Lead Detection Lead Detection


Sell Price changes to Cash$1,400

Enhanced Radar
Level 2 • Cost: Enhanced Radar - Cash$1,850

+1.5 Range Range

+2 Damage Damage

16 > 25 Speed Speed

+2 Patrol Range Patrol Range


Sell Price changes to Cash$2,016

Air to Ground Missiles
Level 3 • Cost: Air to Ground Missiles - Cash$4,750

+1 Range Range

0.258 > 0.208 Firerate Firerate

+40 Ammo Ammo

4 > 3.5 Reload Time Reload Time

•35 Missile Damage Damage

•3 Explosion Range Explosion Range

•7 Missile Cooldown Missile Cooldown

•2 Missiles

•0.5 Burst Time Burst Time

•20 Missile Speed


Sell Price changes to Cash$3,600

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.

Stats Table

Neutral Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
0 Cash$3,000 6 N/A 35 0.258 N/A N/A 4 N/A 8 14 N/A 25 N/A 16.12 Cash$186.1
1 Cash$4,200 8 N/A 35 0.258 N/A N/A 4 N/A 8 14 N/A 16 N/A 21.49 Cash$195.44
2 Cash$6,050 10 N/A 35 0.258 N/A N/A 4 N/A 9.5 16 N/A 25 N/A 26.86 Cash$225.24
3 Cash$10,800 10 35x2 75 0.208 7 0.5 3.5 N/A 9.5 16 3 25 20 48.02[3] Cash$225.23
Top Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
4 Cash$28,300 12 35x4 150 0.108 6 0.5 3 1.5 10.5 18.5 3 25 20 111.25[9] Cash$254.38
5 Cash$73,300 28 35x4 200 0.093 6 0.25 2.5 1.5 12 21 4 25 20 285.4[11] Cash$256.83
Bottom Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
4 Cash$24,300 10 45x6 75 0.208 5 0.25 2.25 N/A 10.5 17.5 5 25 20 83.56[12] Cash$290.81
5 Cash$64,300 20 60x8 75 0.208 3.5 0.15 2.25 N/A 10.5 19.5 6 25 20 186.16[13] Cash$345.4

4 December 2024 – Archer Update (15 January 2025)

Base Stats

Pursuit/History
Cost
Cash$3,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,000
Placement Type
Ground (Air-based)
Damage
Damage6
Damage Method
Single
Splash (Level 3+)
Firerate
Firerate0.258
Hidden Detection
Hidden DetectionLevel 5A
Range
Range8
Lead Detection
Lead DetectionLevel 1+
Placement Limit
Placement Limit5
Flying Detection
Flying DetectionLevel 0+
Ammo
Ammo35
Reload Time
Reload Time3
Patrol Range
Patrol Range14
Speed
Speed25

Upgrades

.50 Caliber
Level 1 • Cost: .50 Caliber - Cash$1,200

+2 Damage Damage

25 > 16 Speed Speed

+Lead Detection Lead Detection


Sell Price changes to Cash$1,400

Enhanced Radar
Level 2 • Cost: Enhanced Radar - Cash$1,850

+1.5 Range Range

+2 Damage Damage

16 > 25 Speed Speed

+2 Patrol Range Patrol Range


Sell Price changes to Cash$2,016

Air to Ground Missiles
Level 3 • Cost: Air to Ground Missiles - Cash$4,750

+1 Range Range

0.258 > 0.208 Firerate Firerate

+40 Ammo Ammo

3 > 2.5 Reload Time Reload Time

•35 Missile Damage Damage

•3 Explosion Range Explosion Range

•7 Missile Cooldown Missile Cooldown

•2 Missiles

•0.5 Burst Time Burst Time

•20 Missile Speed


Sell Price changes to Cash$3,600

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.


Stats Table

Neutral Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
0 Cash$3,000 6 N/A 35 0.258 N/A N/A 3 N/A 8 14 N/A 25 N/A 17.46 Cash$171.82
1 Cash$4,200 8 N/A 35 0.258 N/A N/A 3 N/A 8 14 N/A 16 N/A 23.28 Cash$180.41
2 Cash$6,050 10 N/A 35 0.258 N/A N/A 3 N/A 9.5 16 N/A 25 N/A 29.09 Cash$207.98
3 Cash$10,800 10 35x2 75 0.208 7 0.5 2.5 N/A 9.5 16 3 25 20 50.19[14] Cash$215.18
Top Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
4 Cash$28,300 10 35x4 150 0.108 6 0.5 2.25 1.5 10.5 18.5 3 25 20 98.8[15] Cash$286.44
5 Cash$73,300 28 35x4 200 0.093 6 0.25 1.75 1.5 12 21 4 25 20 295.18[16] Cash$248.32
Bottom Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
4 Cash$24,300 10 45x6 75 0.208 5 0.25 2.25 N/A 10.5 17.5 5 25 20 83.56[12] Cash$290.81
5 Cash$64,300 20 60x8 75 0.208 3.5 0.15 2.25 N/A 10.5 19.5 6 25 20 186.16[13] Cash$345.4

27 November 2024 – 4 December 2024

Base Stats

Pursuit/History
Cost
Cash$3,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,000
Placement Type
Ground (Air-based)
Damage
Damage6
Damage Method
Single
Splash (Level 3+)
Firerate
Firerate0.258
Hidden Detection
Hidden DetectionLevel 5A
Range
Range8
Lead Detection
Lead DetectionLevel 1+
Placement Limit
Placement Limit5
Flying Detection
Flying DetectionLevel 0+
Ammo
Ammo35
Reload Time
Reload Time3
Patrol Range
Patrol Range14
Speed
Speed25

Upgrades

.50 Caliber
Level 1 • Cost: .50 Caliber - Cash$1,200

+2 Damage Damage

25 > 16 Speed Speed

+Lead Detection Lead Detection


Sell Price changes to Cash$1,400

Enhanced Radar
Level 2 • Cost: Enhanced Radar - Cash$1,850

+1.5 Range Range

+2 Damage Damage

16 > 25 Speed Speed

+2 Patrol Range Patrol Range


Sell Price changes to Cash$2,016

Air to Ground Missiles
Level 3 • Cost: Air to Ground Missiles - Cash$4,750

+1 Range Range

0.258 > 0.208 Firerate Firerate

+40 Ammo Ammo

3 > 2.5 Reload Time Reload Time

•35 Missile Damage Damage

•3 Explosion Range Explosion Range

•7 Missile Cooldown Missile Cooldown

•2 Missiles

•0.5 Burst Time Burst Time

•20 Missile Speed


Sell Price changes to Cash$3,600

Lua error in package.lua at line 80: module 'Dev:Tabber' not found.


Stats Table

Neutral Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
0 Cash$3,000 6 N/A 35 0.258 N/A N/A 3 N/A 8 14 N/A 25 N/A 17.46 Cash$171.82
1 Cash$4,200 8 N/A 35 0.258 N/A N/A 3 N/A 8 14 N/A 16 N/A 23.28 Cash$180.41
2 Cash$6,050 10 N/A 35 0.258 N/A N/A 3 N/A 9.5 16 N/A 25 N/A 29.09 Cash$207.98
3 Cash$10,800 10 35x2 75 0.208 7 0.5 2.5 N/A 9.5 16 3 25 20 50.19[14] Cash$215.18
Top Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
4 Cash$28,300 10 35x4 150 0.108 6 0.5 2.25 1.5 10.5 18.5 3 25 20 98.8[15] Cash$286.44
5 Cash$63,300 28 35x4 200 0.093 6 0.25 1.75 1.5 12 21 4 25 20 295.18[16] Cash$214.45
Bottom Path Stats
Level Total Price Normal Damage Splash Damage[1] Ammo Firerate Missile Cooldown Burst Time Reload Time Rev Time Range Patrol Range Explosion Range Speed Missile Speed DPS[8] Cost Efficiency
4 Cash$24,300 10 45x6 75 0.208 5 0.25 2.25 N/A 10.5 17.5 5 25 20 83.56[12] Cash$290.81
5 Cash$64,300 20 60x8 75 0.208 3.5 0.15 2.25 N/A 10.5 19.5 6 25 20 186.16[13] Cash$345.4

31 March 2023 – 27 November 2024

Base Stats

Pursuit/History
Cost
Cash$3,000
Placement Footprint
Average (1.5)
Sell Price
Cash$1,000
Placement Type
Ground (Air-based)
Damage
Damage5
Damage Method
Single
Splash (Level 2+)
Firerate
Firerate0.258
Hidden Detection
N/A[17]
Range
Range8
Lead Detection
Lead DetectionLevel 1+
Placement Limit
Placement Limit10
Flying Detection
Flying DetectionLevel 0+

Upgrades

Armor Penetration
Level 1 • Cost: Armor Penetration - Cash$900

+3 Damage Damage

+Lead Detection Lead Detection


Sell Price changes to Cash$1,300

Missiles
Level 2 • Cost: Missiles - Cash$1,650

+1.5 Range Range

+Missiles

•30x2 Damage Splash Damage

•6 Second Reload Reload

•4 Explosion Range Explosion Range

•0.5 Burst Time Burst Time


Sell Price changes to Cash$1,850

Tri
Level 3 • Cost: Tri-Barrel Minigun - Cash$4,500

-3 Damage Damage

+1 Range Range

0.258 > 0.093 Firerate Firerate

+Stronger Missiles

•30x2 Damage Splash Damage

•6 Second Reload Reload

•5 Explosion Range Explosion Range


Sell Price changes to Cash$3,350

Huey
Level 4 • Cost: Huey - Cash$10,000

+3 Damage Damage

+2 Missiles

0.5 > 0.35 Burst Time Burst Time


Sell Price changes to Cash$6,683

Space Raider
Level 5 • Cost: Space Raider - Cash$25,000

+5 Damage Damage

+1.5 Range Range

+2 Missiles

0.35 > 0.2 Burst Time Burst Time


Sell Price changes to Cash$15,016

Stats Table

Level Total Price Normal Damage Splash Damage[1] Firerate Missile Cooldown Burst Time Range Explosion Range DPS[18] Cost Efficiency
0 Cash$3,000 5 N/A 0.258 N/A N/A 8 N/A 19.38 Cash$154.8
1 Cash$3,900 8 N/A 0.258 N/A N/A 8 N/A 31.01 Cash$125.77
2 Cash$5,550 8 30x2 0.258 6 0.5 9.5 4 41.01[19] Cash$135.33
3 Cash$10,050 5 30x2 0.093 6 0.5 9.5 5 63.76[20] Cash$157.62
4 Cash$20,050 8 30x4 0.093 6 0.35 10.5 5 106.02[21] Cash$189.12
5 Cash$45,050 13 30x6 0.093 6 0.2 12 5 169.78[22] Cash$265.34

21 March 2023 – 31 March 2023

Base Stats

Pursuit/History
Cost
Cash$3,000
Placement Footprint
Average
Sell Price
Cash$1,000
Placement Type
Ground (Air-based)
Damage
Damage2
Damage Method
Single
Splash (Level 2+)
Firerate
Firerate0.108
Hidden Detection
Hidden DetectionLevel 3+
Range
Range8
Lead Detection
Lead DetectionLevel 1+
Placement Limit
Placement Limit10
Flying Detection
Flying DetectionLevel 0+

Upgrades

Armor Penetration
Level 1 • Cost: Armor Penetration - Cash$900

+1 Damage Damage

+Lead Detection Lead Detection


Sell Price changes to Cash$1,300

Missiles
Level 2 • Cost: Missiles - Cash$1,650

+1.5 Range Range

+Missiles

•30x2 Damage Splash Damage

•6 Second Reload Reload

•4 Explosion Range Explosion Range

•0.5 Burst Time Burst Time


Sell Price changes to Cash$1,850

Tri
Level 3 • Cost: Tri-Barrel Minigun - Cash$4,500

+1 Damage Damage

+1 Range Range

0.108 > 0.083 Firerate Firerate

+Hidden Detection Hidden Detection

+Stronger Missiles

•30x2 Damage Splash Damage

•6 Second Reload Reload

•5 Explosion Range Explosion Range


Sell Price changes to Cash$3,350

Huey
Level 4 • Cost: Huey - Cash$10,000

+3 Damage Damage

+2 Missiles

0.5 > 0.35 Burst Time Burst Time


Sell Price changes to Cash$6,683

Space Defense
Level 5 • Cost: Space Defense - Cash$25,000

+5 Damage Damage

+1.5 Range Range

+2 Missiles

0.35 > 0.2 Burst Time Burst Time


Sell Price changes to Cash$15,016

Stats Table

Level Total Price Normal Damage Splash Damage[1] Firerate Missile Cooldown Burst Time Range Explosion Range DPS[18] Cost Efficiency
0 Cash$3,000 2 N/A 0.108 N/A N/A 8 N/A 18.52 Cash$161.99
1 Cash$3,900 3 N/A 0.108 N/A N/A 8 N/A 27.78 Cash$140.39
2 Cash$5,550 3 30x2 0.108 6 0.5 9.5 4 37.78[23] Cash$146.9
3 Cash$10,050 4 30x2 0.083 6 0.5 9.5 5 58.19[24] Cash$172.71
4 Cash$20,050 7 30x4 0.083 6 0.35 10.5 5 104.34[25] Cash$192.16
5 Cash$45,050 12 30x6 0.083 6 0.2 12 5 174.57[26] Cash$258.06

Entity System Update (12 March 2022) – 21 March 2023

Base Stats

Pursuit/History
Cost
Cash$1,000
Placement Footprint
Average
Sell Price
Cash$333
Placement Type
Ground (Air-based)
Damage
Damage1
Damage Method
Single
Splash (Level 2+)
Firerate
Firerate0.308
Hidden Detection
Hidden DetectionLevel 5
Range
Range9
Lead Detection
Lead DetectionLevel 2+ (Splash Damage only)
Placement Limit
Placement Limit10
Flying Detection
Flying DetectionLevel 0+

Upgrades

Armor Penetration
Level 1 • Cost: Armor Penetration - Cash$500

+1 Damage Damage


Sell Price changes to Cash$500

Missiles
Level 2 • Cost: Missiles - Cash$650

+Missiles

•3x2 Damage Splash Damage

•5 Second Reload Firerate

•5 Explosion Range Explosion Range

•0.5 Burst Time Burst Time


Sell Price changes to Cash$716

Tri
Level 3 • Cost: Tri-Barrel Minigun - Cash$1,500

+1 Range Range

0.308 > 0.158 Firerate Firerate

+Stronger Missiles

•5x2 Damage Splash Damage

•5 Second Reload Firerate


Sell Price changes to Cash$1,216

Huey
Level 4 • Cost: Huey - Cash$6,000

+2 Damage Damage

+2 Missiles

0.5 > 0.35 Burst Time Burst Time


Sell Price changes to Cash$3,216

Laser Apache
Level 5 • Cost: Laser Apache - Cash$9,500

+2 Range Range

+4 Damage Damage

0.158 > 0.108 Firerate Firerate

+2 Missiles

0.35 > 0.2 Burst Time Burst Time

+Hidden Detection Hidden Detection


Sell Price changes to Cash$6,383

Stats Table

Level Total Price Normal Damage Splash Damage[1] Firerate Missile Cooldown Burst Time Range Explosion Range DPS[18] Cost Efficiency
0 Cash$1,000 1 N/A 0.308 N/A N/A 9 N/A 3.25 Cash$307.69
1 Cash$1,500 2 N/A 0.308 N/A N/A 9 N/A 6.49 Cash$231.12
2 Cash$2,150 2 3x2 0.308 5 0.5 9 5 7.69[27] Cash$279.58
3 Cash$3,650 2 5x2 0.158 5 0.5 10 5 14.66[28] Cash$248.98
4 Cash$9,650 4 5x4 0.158 5 0.35 10 5 29.32[29] Cash$329.13
5 Cash$19,150 8 5x6 0.108 5 0.2 12 5 80.07[30] Cash$239.17

11 December 2021 – Entity System Update (12 March 2022)

Base Stats

Pursuit/History
Cost
Cash$1,000
Placement Footprint
Average
Sell Price
Cash$333
Placement Type
Ground (Air-based)
Damage
Damage1
Damage Method
Single
Splash (Level 2+)
Firerate
Firerate0.33
Hidden Detection
Hidden DetectionLevel 5
Range
Range9
Lead Detection
Lead DetectionLevel 2+ (Splash Damage only)
Placement Limit
Placement Limit10
Flying Detection
Flying DetectionLevel 0+

Upgrades

Armor Penetration
Level 1 • Cost: Armor Penetration - Cash$500

+1 Damage Damage


Sell Price changes to Cash$500

Missiles
Level 2 • Cost: Missiles - Cash$650

+Missiles

•3x2 Damage Splash Damage

•5 Second Reload Firerate

•5 Explosion Range Explosion Range

•0.5 Burst Time Burst Time


Sell Price changes to Cash$716

Tri
Level 3 • Cost: Tri-Barrel Minigun - Cash$1,500

+1 Range Range

0.33 > 0.18 Firerate Firerate

+Stronger Missiles

•5x2 Damage Splash Damage

•5 Second Reload Firerate


Sell Price changes to Cash$1,216

Huey
Level 4 • Cost: Huey - Cash$6,000

+2 Damage Damage

+2 Missiles

0.5 > 0.35 Burst Time Burst Time


Sell Price changes to Cash$3,216

Laser Apache
Level 5 • Cost: Laser Apache - Cash$9,500

+2 Range Range

+4 Damage Damage

0.18 > 0.13 Firerate Firerate

+2 Missiles

0.35 > 0.2 Burst Time Burst Time

+Hidden Detection Hidden Detection


Sell Price changes to Cash$6,383

Stats Table

Level Total Price Normal Damage Splash Damage[1] Firerate Missile Cooldown Burst Time Range Explosion Range DPS[18] Cost Efficiency
0 Cash$1,000 1 N/A 0.33 N/A N/A 9 N/A 3.03 Cash$330.03
1 Cash$1,500 2 N/A 0.33 N/A N/A 9 N/A 6.06 Cash$247.52
2 Cash$2,150 2 3x2 0.33 5 0.5 9 5 7.26[31] Cash$296.14
3 Cash$3,650 2 5x2 0.18 5 0.5 10 5 13.11[32] Cash$278.41
4 Cash$9,650 4 5x4 0.18 5 0.35 10 5 26.22[33] Cash$368.04
5 Cash$19,150 8 5x6 0.13 5 0.2 12 5 67.54[34] Cash$283.54

31 October 2020 – 11 December 2021

Base Stats

Pursuit/History
Cost
Cash$1,000
Placement Footprint
Average
Sell Price
Cash$333
Placement Type
Ground (Air-based)
Damage
Damage1
Damage Method
Single
Splash (Level 2+)
Firerate
Firerate0.33
Hidden Detection
Hidden DetectionLevel 5
Range
Range9
Lead Detection
Lead DetectionLevel 2+ (Splash Damage only)
Placement Limit
Placement Limit10
Flying Detection
Flying DetectionLevel 0+

Upgrades

Armor Penetration
Level 1 • Cost: Armor Penetration - Cash$500

+1 Damage Damage


Sell Price changes to Cash$500

Missiles
Level 2 • Cost: Missiles - Cash$650

+Missiles

•3x2 Damage Splash Damage

•5 Second Reload Firerate

•5 Explosion Range Explosion Range

•0.5 Burst Time Burst Time


Sell Price changes to Cash$716

Tri
Level 3 • Cost: Tri-Barrel Minigun - Cash$1,500

+1 Range Range

0.33 > 0.18 Firerate Firerate

+Stronger Missiles

•30x2 Damage Splash Damage

•5 Second Reload Firerate


Sell Price changes to Cash$1,216

Huey
Level 4 • Cost: Huey - Cash$6,000

+2 Damage Damage

+2 Missiles

0.5 > 0.35 Burst Time Burst Time


Sell Price changes to Cash$3,216

Laser Apache
Level 5 • Cost: Laser Apache - Cash$9,500

+2 Range Range

+4 Damage Damage

0.18 > 0.13 Firerate Firerate

+2 Missiles

0.35 > 0.2 Burst Time Burst Time

+Hidden Detection Hidden Detection


Sell Price changes to Cash$6,383

Stats Table

Level Total Price Normal Damage Splash Damage Firerate Missile Cooldown Burst Time Range Explosion Range DPS[18] Cost Efficiency
0 Cash$1,000 1 N/A 0.33 N/A N/A 9 N/A 3.03 Cash$330.03
1 Cash$1,500 2 N/A 0.33 N/A N/A 9 N/A 6.06 Cash$247.52
2 Cash$2,150 2 3x2 0.33 5 0.5 9 5 7.26[31] Cash$296.14
3 Cash$3,650 2 30x2 0.18 5 0.5 10 5 23.11[35] Cash$157.94
4 Cash$9,650 4 30x4 0.18 5 0.35 10 5 46.22[36] Cash$208.78
5 Cash$19,150 8 30x6 0.13 5 0.2 12 5 97.54[37] Cash$196.33

Overhaul Update (29 October 2020) – 31 October 2020

Base Stats

Pursuit/History
Cost
Cash$1,000
Placement Footprint
Average
Sell Price
Cash$333
Placement Type
Ground (Air-based)
Damage
Damage1
Damage Method
Single
Splash (Level 2+)
Firerate
Firerate0.33
Hidden Detection
Hidden DetectionLevel 5
Range
Range9
Lead Detection
Lead DetectionLevel 2+ (Splash Damage only)
Placement Limit
Placement Limit6
Flying Detection
Flying DetectionLevel 0+

Upgrades

Armor Penetration
Level 1 • Cost: Armor Penetration - Cash$500

+1 Damage Damage


Sell Price changes to Cash$500

Missiles
Level 2 • Cost: Missiles - Cash$650

+Missiles

•3x2 Damage Splash Damage

•5 Second Reload Firerate

•5 Explosion Range Explosion Range

•0.5 Burst Time Burst Time


Sell Price changes to Cash$716

Tri
Level 3 • Cost: Tri-Barrel Minigun - Cash$1,500

+1 Range Range

0.33 > 0.18 Firerate Firerate

+Stronger Missiles

•30x2 Damage Splash Damage

•5 Second Reload Firerate


Sell Price changes to Cash$1,216

Huey
Level 4 • Cost: Huey - Cash$6,000

+2 Damage Damage

+2 Missiles

0.5 > 0.35 Burst Time Burst Time


Sell Price changes to Cash$3,216

Laser Apache
Level 5 • Cost: Laser Apache - Cash$9,500

+2 Range Range

+4 Damage Damage

0.18 > 0.13 Firerate Firerate

+2 Missiles

0.35 > 0.2 Burst Time Burst Time

+Hidden Detection Hidden Detection


Sell Price changes to Cash$6,383

Stats Table

Level Total Price Normal Damage Splash Damage[1] Firerate Missile Cooldown Burst Time Range Explosion Range DPS[18] Cost Efficiency
0 Cash$1,000 1 N/A 0.33 N/A N/A 9 N/A 3.03 Cash$330.03
1 Cash$1,500 2 N/A 0.33 N/A N/A 9 N/A 6.06 Cash$247.52
2 Cash$2,150 2 3x2 0.33 5 0.5 9 5 7.26[31] Cash$296.14
3 Cash$3,650 2 30x2 0.18 5 0.5 10 5 23.11[35] Cash$157.94
4 Cash$9,650 4 30x4 0.18 5 0.35 10 5 46.22[36] Cash$208.78
5 Cash$19,150 8 30x6 0.13 5 0.2 12 5 97.54[37] Cash$196.33

Smaller = Bigger Update (26 May 2020) – Overhaul Update (29 October 2020)

Base Stats

Pursuit/History
Cost
Cash$800
Placement Footprint
Average
Sell Price
Cash$266
Placement Type
Ground (Air-based)
Damage
Damage1
Damage Method
Single
Splash (Level 2+)
Firerate
Firerate0.35
Hidden Detection
Hidden DetectionLevel 5
Range
Range9
Placement Limit
Placement Limit10

Upgrades

Armor Penetration
Level 1 • Cost: Armor Penetration - Cash$250

+1 Damage Damage


Sell Price changes to Cash$350

Missiles
Level 2 • Cost: Missiles - Cash$500

+Missiles

•8x2 Damage Splash Damage

•5 Second Reload Firerate

•5 Explosion Range Explosion Range

•0.5 Burst Time Burst Time


Sell Price changes to Cash$516

Tri
Level 3 • Cost: Tri-Barrel Minigun - Cash$2,500

+1 Damage Damage

+1 Range Range

0.35 > 0.2 Firerate Firerate


Sell Price changes to Cash$1,350

Huey
Level 4 • Cost: Huey - Cash$4,000

+2 Damage Damage

+2 Missiles

0.5 > 0.35 Burst Time Burst Time


Sell Price changes to Cash$2,683

Laser Apache
Level 5 • Cost: Laser Apache - Cash$9,000

+2 Range Range

+4 Damage Damage

0.2 > 0.15 Firerate Firerate

+2 Missiles

0.35 > 0.2 Burst Time Burst Time

+Hidden Detection Hidden Detection


Sell Price changes to Cash$5,683

Stats Table

Level Total Price Normal Damage Splash Damage Firerate Missile Cooldown Burst Time Range Explosion Range DPS[18] Cost Efficiency
0 Cash$800 1 N/A 0.35 N/A N/A 9 N/A 2.86 Cash$279.72
1 Cash$1,050 2 N/A 0.35 N/A N/A 9 N/A 5.71 Cash$183.89
2 Cash$1,550 2 8x2 0.35 5 0.5 9 5 8.91[38] Cash$173.96
3 Cash$4,050 3 8x2 0.2 5 0.5 10 5 18.2[39] Cash$222.53
4 Cash$8,050 5 8x4 0.2 5 0.35 10 5 31.4[40] Cash$256.37
5 Cash$17,050 9 8x6 0.15 5 0.2 12 5 69.6[41] Cash$244.97

Notes

  1. 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 Number is the damage dealt in the inner explosion sphere. Splash damage is decreased linearly if the enemy is in the outer explosion sphere.
  2. 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 DPS is calculated as (Damage × Ammo) ÷ (Reload Time + Rev Time + (Firerate × Ammo)) + Splash Damage ÷ Missile Cooldown. DPS assumes missiles only hit one enemy.
  3. 3.0 3.1 3.2 3.3 3.4 39.27 Gun DPS + 8.75 Missile DPS
  4. 4.0 4.1 4.2 86.96 Gun DPS + 17.5 Missile DPS
  5. 5.0 5.1 5.2 230.09 Gun DPS + 20 Missile DPS
  6. 6.0 6.1 6.2 6.3 39.27 Gun DPS + 33.33 Missile DPS
  7. 7.0 7.1 7.2 7.3 50.42 Gun DPS + 114.29 Missile DPS
  8. 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 DPS is calculated as (Damage × Ammo) ÷ (Reload Time + (Firerate × Ammo)) + Splash Damage ÷ Missile Cooldown. DPS assumes missiles only hit one enemy and does not account for rev-up time.
  9. 9.0 9.1 93.75 Gun DPS + 17.5 Missile DPS
  10. 246.45 Gun DPS + 20 Missile DPS
  11. 265.4 Gun DPS + 20 Missile DPS
  12. 12.0 12.1 12.2 42.02 Gun DPS + 41.54 Missile DPS
  13. 13.0 13.1 13.2 84.03 Gun DPS + 102.13 Missile DPS
  14. 14.0 14.1 41.44 Gun DPS + 8.75 Missile DPS
  15. 15.0 15.1 81.3 Gun DPS + 17.5 Missile DPS
  16. 16.0 16.1 275.18 Gun DPS + 20 Missile DPS
  17. Through splash damage, its missiles can indirectly hit hidden enemies, but this tower cannot directly target hidden enemies.
  18. 18.0 18.1 18.2 18.3 18.4 18.5 18.6 Total DPS is calculated as Gun DPS + Missile DPS.
    Missile DPS assumes that only one enemy is hit and receives the full explosive damage.
  19. 31.01 Gun DPS + 10 Missile DPS
  20. 53.76 Gun DPS + 10 Missile DPS
  21. 86.02 Gun DPS + 20 Missile DPS
  22. 139.78 Gun DPS + 30 Missile DPS
  23. 27.78 Gun DPS + 10 Missile DPS
  24. 48.19 Gun DPS + 10 Missile DPS
  25. 84.34 Gun DPS + 20 Missile DPS
  26. 144.57 Gun DPS + 30 Missile DPS
  27. 6.49 Gun DPS + 1.2 Missile DPS
  28. 12.66 Gun DPS + 2 Missile DPS
  29. 25.32 Gun DPS + 4 Missile DPS
  30. 74.07 Gun DPS + 6 Missile DPS
  31. 31.0 31.1 31.2 6.06 Gun DPS + 1.2 Missile DPS
  32. 11.11 Gun DPS + 2 Missile DPS
  33. 22.22 Gun DPS + 4 Missile DPS
  34. 61.54 Gun DPS + 6 Missile DPS
  35. 35.0 35.1 11.11 Gun DPS + 12 Missile DPS
  36. 36.0 36.1 22.22 Gun DPS + 24 Missile DPS
  37. 37.0 37.1 61.54 Gun DPS + 36 Missile DPS
  38. 5.71 Gun DPS + 3.2 Missile DPS
  39. 15 Gun DPS + 3.2 Missile DPS
  40. 25 Gun DPS + 6.4 Missile DPS
  41. 60 Gun DPS + 9.6 Missile DPS


Towers
Starter
Intermediate
Advanced
Hardcore
Evolved
Golden Perks
Exclusive
Unavailable
Units
Military Base
Engineer
Crook Boss
Golden Crook Boss
Commander
Mercenary Base
Enforcer
Kingpin
Elf Camp
Necromancer
Elementalist
Biologist
Consumables
Enforcer
Mecha Base
Trick or Threat Town
Commands Only
Tower Gallery Pages
Starter
Intermediate
Advanced
Hardcore
Evolved
Golden Perks
Exclusive
Unavailable
Unit Gallery Pages
Military Base
Engineer
Crook Boss
Golden Crook Boss
Commander
Mercenary Base
Kingpin
Elf Camp
Necromancer
Elementalist
History Pages
Starter
Intermediate
Advanced
Hardcore
Evolved
Golden Perks
Exclusive
Unavailable