Warden Rework

- Enemies get a bit quirky at night... So why not bash them with a baton? Deals Critical hits.
- ―Inventory Description

- Hit and Stun nearby enemies with a baton! Deals Critical hits every 3rd swing.
- ―Inventory Description

- Slash nearby enemies and deal area damage. Won from beating Gladiator Event 2019
- ―Bugged Inventory Description
Description
The Warden is an advanced ground tower with short range that can be purchased from the store for 
600 without having to triumph the map.
The Warden attacks enemies with its baton. The Warden does not deal damage when it fires, it instead deals damage when its weapon contacts the enemy. It also cannot change which enemy it is targeting while swinging it. Because of this, the Warden may sometimes miss the target, or hit an entirely different enemy. The stun time depends on how big the enemy is; the bigger the enemy is, the shorter the stun time is. Additionally, if an enemy has the stun immunity, it is only slowed down by 25% instead of being completely stopped. It can only damage one enemy with each swing. At Level 4, it gains a riot shield, which it uses to block stuns. The stun block has a 0.2 second cooldown.
Critical hits now have an increasing damage percentage for every level. At level 0-1, its critical damage increases by 25% and charges it up for 0.358s. At level 2, its critical damage increases by 50% and charges it up for 0.628s. At level 3, its critical damage increases by 75% and charges it up for 0.688s. And at level 4, its critical damage increases by 100% and charges it up for 0.608s.
When performing a Critical hit, its range transforms into a cone shape which gets slightly larger and is similar to Gatling Gun and Sledger. It's able to hit multiple enemies. The first enemy gets level 0-3 stun while the next enemies get the normal stun if its at Level 4.
To perform a Critical Hit, it now has a "Critical Hit Meter" which varies at some levels. At levels 0-2, required hits to perform a critical hit is 3. At levels 3, required hits to perform a critical hit is 4. At levels 4, required hits to perform a critical hit is 5.
The Warden has a placement limit of eight per player.
Upgrades




Stats Table
| Level | Total Price | Damage | Critical Damage[1] | Damage Increase Percentage[2] | Swingrate | Critical Hit Charge-Up[3] | Range | Critical Range[4] | Critical Range Angle [5] | Critical Hit Meter[6] | Stun Time | DPS[7] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 6 | 8 | 25% | 0.628 | 0.358 | 5 | 5.75 | 20⁰ | 3 | 1[8] | 12.39 | ||
| 1 | 9 | 11 | 25% | 0.628 | 0.358 | 6.5 | 6.85 | 27.5⁰ | 3 | 1[8] | 17.96 | ||
| 2 | 18 | 27 | 50% | 0.758 | 0.628 | 6.5 | 7.85 | 27.5⁰ | 3 | 2.25[8] | 29.38 | ||
| 3 | 58 | 102 | 75% | 0.788 | 0.688 | 7 | 8.25 | 32.5⁰ | 4 | 2.65 | 90.43 | ||
| 4 | 100 | 200 | 100% | 0.788 | 0.608 | 7.5 | 8.5 | 32.5⁰ | 5 | 2.8 | 159.57 |
Strategy
- Multiple Level 1 or 2 Wardens can be quite effective during the early game due to their low cost and high damage.
- However, do note that the Warden can often times miss an enemy, sometimes hitting one that was not targeted by it.
- Especially when its charging-up a critical hit.
- Due to Warden's short range, it should be placed at bends or turns on the map to make the most use of its range.
- The DJ Booth can be useful at increasing its range.
- The Warden will often struggle against large hordes of enemies, as it can only damage one enemy at a time. Therefore, placing multiple Wardens or using support towers like the Commander is recommended.
- The Warden has lead detection at Level 3, making it fairly useful against Leads and Lead Bosses.
- The Warden can block stuns at Level 4, making it useful against enemies that can stun multiple towers, such as major bosses.
- Multiple Level 4 Wardens can quite effectively slow down enemies.
- This is very useful for towers with long firerates, cooldowns or spawnrates, as it gives them more time to attack an enemy.
- Larger enemies, like the Slow Boss will be stunned for a shorter period of time.
- Enemies with stun immunity, like the Molten Titan will only be slowed down rather than stunned.
- The Warden's stun is very weak against major bosses, as they all have a significantly reduced stun time. Additionally, they are only slowed down instead of stunned.
- The Warden has a small placement footprint, meaning that it can squeeze in beside other towers quite easily.
Trivia
- The Warden is the fourth melee tower added to the game, with the others being the Gladiator, Slasher, Sledger and Brawler.
- It was also the first melee tower that was not unlocked through an event, with the second being the Brawler.
- The Warden, along with the Cowboy are the only towers that requires both a badge and coins to unlock.
- The Warden is the only tower that needs to be upgraded to unlock the ability to block stuns.
- It is also the second tower to be able to block stuns, with Gladiator being the first and blocking stuns at Level 0.
- The abbreviation of the Level 4 upgrade name spells the word "FNAF" (Fortified Night Armor: Foxtrot).
- The Warden's previous Level 4 upgrade name, Class Foxtrot Defense Level, is a reference to the Halloween 2022 Trailer, where the Warden opens a door with its equipment inside. This door has a note which says that it should only be opened in class foxtrot defense level.
- The Warden's previous Level 1 upgrade name, Night Shift, is most likely a reference to Five Nights at Freddy's.
- The term "foxtrot" may also derive from the titular final boss, Wox the Fox.
- The tower as a whole seems to be very loosely based on the Night Guard from Five Nights at Freddy's 2, although he does not wield a baton.
- The Warden's Level 3 upgrade icon has the Enemies Beta Normal in it.
- Oddly, the second version of Warden's inventory description was the same as the Gladiator's.
Notes
- ↑ If the increased damage is a decimal, the damage is rounded up.
- ↑ Critical hits increase damage with varying percentage values.
- ↑ When performing a critical hit, it charges it for a short period of time.
- ↑ When performing a critical hit, the range turns into a cone shape. It returns back after the critical hit is done.
- ↑ The critical range turns into a cone shape. It also shows how big the cone is, which depends on the angle.
- ↑ If a required hits is met; a critical hit will be performed.
- ↑ DPS is calculated as [(Damage × [Critical Hit Meter - 1]) + Critical Damage] ÷ [Critical Hit Charge-Up + (Swingrate × (Critical Hit Meter - 1))].
- ↑ 8.0 8.1 8.2 Only happens every third hit.













