User blog:CyberH3/Why swarmer is the best tower

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Hi. It's me, SwarmerFan618 (totally legitimate) and I'm here to say on why Swarmer is the best tower

Overall Review:

Pros:

- Insanely Cheap Overall Costs

- AoE Damage

- Can Attack Multiple Enemies at a time

- No Placement Limit

- Insanely High Possible DPS

Cons:

- Lack of Hidden Detection

This just sounds like ranger on steroids.

So, so far only one major contradiction, the lack of hidden detection

This can easily be countered by either using Accelerator OR Ace Pilot's Hidden Detection Ability

And hell, who doesn't use accelerator once they have it?

Now let's go more in-depth (simple stat analysis)

At level 0 the swarmer is decent, deals 3 overall damage with a firerate of 2 for only 300. Two of them can easily clear hordes up to wave 6 or possibly 9

Level 1 is when it can now only need to attack normals once to kill and twice for slows (overall cost 550)

Level 2 is a good range increase, adding 4 to swarmer's 12 range. This makes it less likely to leak enemies as well as being fairly cheap to where one or two can easily manage up to wave 9 (overall cost 850)

Level 3 gives 2 more range and makes swarmer's firerate go from 2 to 1, making it very useful on chewing through low health hordes and whatnot (overall cost 1350)

Level 4 is where swarmer goes from decent to godlike

Bees get 1 extra damage per tick, tick speed goes from 0.75 to 0.5, and increases the sting time from 4 to 6. Here the swarmer can get up to 24 DPS for the low price of 2,550

But wait! There's more! Introducing chemical warfare, the Swarmer's exclusive ability - Beehive Grenade! Dealing 10 damage in a 20 stud radius and inflicting the sting effect on every enemy inside. Let me remind that this explosion is the largest explosion in the game if I recall correctly. A group of enemies (let's say around 10), can make the swarmer deal 40 DPS, and if 6 were previously stung by the swarmer's normal attack, that becomes 64 DPS. The ability also has a 15 second cooldown so it isn't as long as other abilities to be ready again. Swarmer can easily chew through hordes of moltens, fallens and whatnot. Probably have 3 of these allow you to last till wave 21.

64 DPS for 2550, d a m n

Level 5 is where the possibilities go haywire

The overall and final cost of swarmer is 6,550, very cheap if I gotta say

Stats are now:

4 Bee Damage, 0.5 Firerate, 20 Range, 0.25 Tick Speed and 8 Second Sting Time

Swarmer can attack multiple enemies at a time, having hordes be taken down extremely efficiently when in groups

4 Bee Damage divided by 0.25 tick speed = 16 DPS

0.5 firerate divided by 8 sting time = 16 enemies possible to be stung

This makes it so Swarmer can deal 256 DPS at max level, all for 6,550. This is without the ability, so when on top of that, swarmer can deal extremely high DPS.

And while you might say "there's sometimes lower number hordes", well even if there's 5 enemies, swarmer can deal 80 dps, which is still very good for its price

Now after all that rambling, Swarmer is best paired with towers like:

Commander to increase the number of enemies it can hit, making its DPS higher

Accelerator to attack hidden enemies for swarmer

OR

Ace Pilot to allow swarmer to gain hidden detection for a low price at the start of each wave

Personally out of those two I would go Accelerator, as it deals higher DPS than the ace pilot and ace pilot's hidden detection giving is limited, however, ace pilot offers flying detection as well. It all depends on situation on which is better to use; maybe give one person ace pilot as support when in a group

Toxic Gunner or Sledger can slow down enemies, allowing the Swarmer's beehive grenade to hit a larger number of targets, making its DPS (you get the drift)

DJ Booth to increase swarmer's range. 20 Isn't bad, it's above average, but it can always be bigger

Sets I recommend with Swarmer are:

Swarmer, Farm, Accelerator/Ace Pilot, Sledger/Toxic Gunner (preferably toxic imo), DJ/Commander

Now Swarmer is kind of like Cyberpunk 2077 and FNAF Security Breach

Fucking broken as hell

When a swarmer has attacked an enemy/enemies, if another swarmer is sold, it will attack again, allowing the sting to stack on each enemy/enemies. This also works for multiple swarmers. If 11 attack and 1 is sold, the other 10 will attack again

This also works for the Beehive Grenade, the Swarmers will throw it again

This is extremely helpful in making swarmer go from godlike to some 5 year old's OC where it's just better god

And while you count this glitch as fair or allowed or if it should be considered at all, let me remind you is that this is a video game; break it to its limits: someone might give you a reward, or you fix the bug by spreading awareness

Swarmer cannot attack if an enemy is already being stung with the beehive grenade (not counting the aforementioned glitch), however, this means it will attack further back, which if anything is better, as they didn't fix stacking and just made you unable to hit something already being stung. The explosion range, while I remind you is the biggest explosion range at 20 iirc, would attack both the enemy that would be in front as it should be in range (unless it's fast but usually fast enemies have lower health and die anyways) but also those further back which just makes it more powerful in a sense

So it just may or maybe just be the best tower ever

Some might question about economic or support towers that those can be interchangeable, while swarmer is clearly just power in a blocky form