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Event Content

NoobsAreCoolAndCoolerThanCasual/Rockstar has been made unobtainable from the game as of the ...I still dunno, as it was part of the Haunted Harvest.
Players with the item in question can continue using it, but you cannot obtain this item anymore, outside of limited-time promotional sales.

Overview

'The Rockstar is a special-event tower obtained by triumphing the Haunted Harvest gamemode on Hard difficulty, or purchased for Robux499'. It is a one‑of‑a‑kind hybrid that blends active offense with high-impact support, trading passive attacks for a hands-on rhythm minigame that rewards accuracy with powerful buffs and burst damage.

'The Rockstar does not attack automatically. Instead, it builds a resource called Bass Amplification whenever enemies are killed, each enemy defeated adds 1% charge, up to a maximum of 100%. Once the meter is full, the Rockstar can activate Rock Out', the core of its gameplay.

When Rock Out is used, the camera shifts into a first-person perspective similar to the Gatling Gun. A rhythm-game interface appears on the HUD, showing arrows that fall toward a hit bar. The player must time inputs to these arrows—much like rhythm games inspired by guitar and note‑matching titles—to score “notes.” Each successfully hit arrow immediately applies a buff to all towers within the Rockstar’s range for the remaining duration of the ability.

Different arrows trigger different buffs.[1]
  • Left'/'Right arrows increase range by 0.5% per successful note, up to 10% (15% at max level).
  • Up arrows increase damage by 1% per note, up to 10% (20% at max level).
  • Down arrows increase firerate by 1% per note, up to 15% (20% at max level).

While Rock Out is active, Bass Amplification drains at a rate of 1% per second, allowing up to 100 seconds of continuous play if fully charged. The player may cancel the ability early, preserving remaining charge for future activations and enabling more frequent, shorter bursts of support.

Missing notes has consequences. Each missed arrow reduces the corresponding buff by 1%, and consecutive misses escalate this penalty, doubling the loss each time (1%, then 2%, then 4%, etc.). Precise play is therefore rewarded with stronger, longer-lasting buffs, while sloppy inputs can quickly erode the Rockstar’s impact.

'Occasionally, long notes appear. These notes feature a trailing bar that must be held for their entire duration. Successfully completing a long note triggers Radical Ray', a powerful laser attack similar to the Accelerator’s beam, dealing sustained damage for as long as the long note was held. This gives the Rockstar direct offensive presence on top of its supportive role.

'At level 3, the Rockstar gains a streak mechanic. Correctly hitting consecutive notes builds a streak counter; reaching a 30x streak activates Shreddin’ Shockwave', unleashing a high-damage shockwave from the Rockstar that strikes and knocks back all enemies within range, reminiscent of the Elementalist’s crowd-control abilities. This further raises the skill ceiling, allowing experienced players to convert flawless rhythm play into massive burst and control.

'Due to the tower’s unusual nature, it also has a unique passive called Nefarious Nullification', which prevents it from being copied by Hacker’s Hologram Tower. This ensures the Rockstar remains a singular, high-impact centerpiece rather than a spammable support.

Overall, the Rockstar is a demanding but extremely potent tower. In the hands of players with strong timing and coordination, it can simultaneously provide scaling range, damage, and firerate buffs, while layering on beam attacks and shockwaves that rival dedicated DPS towers. However, its reliance on active input, the risk of misplayed notes, and its strict placement limit of 1 per player make it a high-skill, high-reward choice best suited for players who enjoy mechanical mastery and direct engagement.

Upgrades

Metallic Tuning
Level 1 • Cost: Metallic Tuning - Cash$4,250

0.758 > 0.708 Firerate Firerate

+1 Range Range

3 > 5 Max Stacks Burn

Sell price changes to Cash$350

Thunderstruck Amp
Level 2 • Cost: Thunderstruck Amp - Cash$3,500

0.708 > 0.508 Firerate Firerate

+15 Damage Damage

5 > 25 Burn Stacks Burn

+5 Knockback Force Knockback

0 > 2s Malice Explosion Stun Time Explosion

Sell price changes to Cash$1,516

Champion’s Rhapsody
Level 3 • Cost: Champion’s Rhapsody - Cash$3,500

+3 Range Range

0.508 > 0.308 Firerate Firerate

+17 Damage Damage

25 > 50 Burn Stacks Burn

0.1 > 0.05 Tick Cooldown

+Flying Detection Flying

+Knockback Every Hit Knockback

5 > 10x Malice Explosion Damage Explosion

+4 Malice Explosion Radius Explosion

2 > 5s Malice Explosion Stun Time Explosion

Sell price changes to Cash$5,016

Absolute Nirvana
Level 4 • Cost: Absolute Nirvana - Cash$3,500

+3 Range Range

0.508 > 0.308 Firerate Firerate

+17 Damage Damage

25 > 50 Burn Stacks Burn

0.1 > 0.05 Tick Cooldown

+Flying Detection Flying

+Knockback Every Hit Knockback

5 > 10x Malice Explosion Damage Explosion

+4 Malice Explosion Radius Explosion

2 > 5s Malice Explosion Stun Time Explosion

Sell price changes to Cash$5,016

Stats Table

To see all the previous statistics of this tower, see the Withers is afraid of Slayer page, while for the statistics without the Firerate Bug, visit the Firerate Bug page.

Level Total Price Damage Burn Damage Firerate Knockback Force Tick Max Stack Total Elapsed Damage Malice Explosion Multiplier Malice Explosion Radius Malice Stun Time Range DPS Cost Efficiency
0 Cash$650 3 1 0.758 15 0.1 30 3 5x 6 N/A 6 3.96 Cash$164.14
1 Cash$1,050 3 1 0.708 15 0.1 30 5 5x 6 N/A 7 4.24 Cash$247.64
2 Cash$4,550 18 1 0.508 20 0.1 30 25 5x 6 2s 7 35.43 Cash$128.42
3 Cash$15,050 35 1 0.308 20 0.05 50 50 10x 10 5s 10 113.64 Cash$132.44

Skins

To see all the upgrades of a skin, see the yes page.

ACE I SWEAR TO GOD, IF YOU GAMBLE ONE MORE TIME I'LL KILL YOU MYSELF!
Skin Vanguard
Rarity Event
Obtained From Haunted Harvest Season

Pros and Cons

Pros Cons
  • Strong and cost-effective melee damage dealer when properly supported.
  • At max level, flail attacks can strike enemies slightly beyond the Slayer’s melee radius, making it likely that each enemy in its lane is tagged with at least one hit before exiting range.
  • Every third hit applies knockback, and every hit at max level does so, providing frequent displacement and extra time for burn and Malice to work.
  • Burn stacks decay very quickly once an enemy leaves range, allowing Malice explosions to trigger in rapid succession.
  • Burn stacks from multiple Slayers combine, reaching up to 600 stacks on a single enemy (up to 6,000 Malice explosion damage).
  • Burn stacks also increase when paired with other burn-based towers such as the Pyromancer, dramatically amplifying Malice explosion damage when coordinated correctly.
  • Synergizes strongly with Hallow Punk, combining frontline control with high-risk, high-reward burst.
  • Malice explosions apply powerful stuns in a large radius, disrupting multiple enemies at once.
  • Malice reverb enables chain reactions that can sweep through dense crowds, dealing massive cumulative damage.
  • Malice explosions stack with the Toxic Gunner’s Biohazard detonations, creating layered on-death effects for overwhelming wave clear.
  • Hard-counters necromancer-type enemies, as their summons become additional bombs that detonate near the summoner.
  • Placement limit of 12 allows for high aggregate damage while remaining relatively affordable for an event tower.
  • Has higher base range than most melee towers, giving it more uptime and better coverage in chokepoints.
  • Gains flying detection at max level, granting rare anti-air capability for a short-range hybrid tower.
  • When multiple burn towers are present, the highest burn stats are preserved on Malice explosions, letting the Slayer “supercharge” stronger burn effects such as bottom-path Annihilator.
  • Malice chain reactions can theoretically hit an unlimited number of enemies, making the Slayer especially effective against on-death summoners like Breakers.
  • High-impact Malice effects compensate for the Slayer’s otherwise mediocre raw cost efficiency.
  • Being unlocked by triumphing Haunted Harvest on easy mode gives players relatively accessible access to a complex, high-ceiling tower.
  • Base stats are comparable to Assassin, making Slayer a viable melee alternative even before Malice is fully utilized.
  • Somewhat expensive for a 3‑level tower, especially considering its reliance on synergy.
  • Only average at stalling compared to dedicated slow or stun towers.
  • Strongly dependent on other towers to reach full potential; performs poorly in isolation.
  • Accumulative design encourages building an entire loadout around burn stacking, similar to Swarmer, which can reduce flexibility.
  • Requires substantial investment and setup before noticeably benefiting the player.
  • Underwhelming in pure single-target situations compared to dedicated boss killers.
  • Although Malice has a large explosion radius (exceeding Mortar), only half of the applied stacks are passed on, causing its wave-wide damage to fall off quickly.
  • Extremely vulnerable to stuns and disruptions, creating a situation similar to Slasher where stunners can completely cripple performance.
  • Without Malice considered, raw cost efficiency is poor compared to more straightforward melee towers.
  • Lacks hidden detection, and lead enemies are only affected by its burn damage and Malice explosions, not direct hits.
  • Performs poorly as a sub-DPS or “filler” tower, being outclassed in accessibility and consistency by options like Minigunner.
  • Less effective in solo and duo matches, where placement limits can heavily cripple performance.
  • Struggles heavily if paired without stalling or grouping tools to keep enemies within its reach.
  • Can miss swings due to weapon arc and enemy movement, causing occasional gaps in burn application.
  • Level 1 performance is very weak, heavily incentivizing a rush to max level before it feels impactful.
  • Highly reliant on support towers such as Commander to build and maintain sufficient burn stacks in time.
  • Struggles against high-defense enemies due to relatively low direct hit damage.
  • While capable of becoming one of the strongest crowd-control options, the number of conditions required (synergy, stalling, support, and positioning) makes the Slayer difficult to use effectively.
  • Functionally overlaps with Sledger in the elemental debuff niche, forcing players to choose between similar roles.
  • Practically useless against enemies with Burn immunities.
  • Outclassed in straightforward melee roles by simpler alternatives such as Brawler when Malice mechanics are not fully exploited.

Lore

The Slayer is not just a brawler with a mace; he is half of a broken duo.

Before Haunted Harvest, the Slayer and his older sister, the Hallow Punk, roamed from town to town as a two‑person squad. She was the mind, he was the muscle. Hallow Punk crafted gadgets, traps, and weapons, while the Slayer threw himself headlong into danger with reckless joy. Together, they kept remote villages safe from stray horrors left behind by god cube activity, earning a quiet reputation.

Their partnership crystallized in the Slayer’s weapon. Hallow Punk forged him a heavy, iron mace with a hidden twist: each strike injected thermal charges—bombs keyed to body heat and motion—into whatever he hit. Enemies that escaped his range would eventually detonate, shredding their own ranks in the process. The siblings jokingly called the effect “Malice,” but it became the cornerstone of their fighting style; she would herd and stall, he would mark enemies, and falling back was never safe for their targets.

That all changed when Pumpking Ominous set his sights on the region.

During one raid, the siblings were ambushed by Ominous' forces, led by Withers, the Harvester, one of the king’s necromantic Gourdians. What began as a standard defense turned into a desperate stand. The Slayer fought with brutal efficiency, detonating wave after wave of gourd constructs and undead. In the climax of their duel, he hammered Withers so hard that all four of the necromancer’s limbs were blasted apart, forcing Withers to rely on grafted, artificial replacements from that day on.

But victory came at a cost. Snarling through the pain, Withers used what remained of his shard‑charged power to tear open a rift beneath the Slayer’s feet, hurling him into the Nightmare Realm—an echoing pocket dimension of Night 2 Hexscape, warped by Conserver’s influence and god cube residue. The portal snapped shut before Hallow Punk could reach him. Brother and sister were separated in an instant.

The Nightmare Realm was not built for mortals. Time bent strangely, landscapes reset like broken records, and twisted echoes of enemies stalked ruined streets. Armed only with his original mace and fading hope, the Slayer survived by sheer stubbornness. He learned to fight half‑real phantoms, unstable constructs, and creatures that reformed after death, relying on Malice detonations to clear space and steal precious moments of rest. Every loop of the realm taught him new patterns, but it also wore him down; the longer he remained, the more the realm tried to claim him.

Eventually, his path crossed the realm’s warden: the Conserver.

To the Conserver, the Slayer was just another invader tampering with a fragile ecosystem of sealed threats and recycled nightmare energy. The two clashed in a grinding, attritional battle, each testing the other’s limits. The Slayer’s Malice bombs disrupted the Conserver’s careful balances; the Conserver’s reality‑bending counterstrikes forced the Slayer to adapt or die. When neither could easily break the other, they reached an uneasy stalemate.

Recognizing the Slayer’s determination and the fact that he did not come seeking power, the Conserver proposed a bargain: if the Slayer could survive a final trial and prove he would not abuse what he had learned, he would open him a path home—but warned that any future intruder would not be treated so kindly. The Slayer accepted, fought through the trial, and barely prevailed. True to his word, the Conserver allowed him to leave, but the scars remained. From that day forward, the Conserver viewed any new arrivals—such as the T.D.S. Organization during Hexscape—as dangerous meddlers threatening to repeat the damage the Slayer’s presence had already done to the realm’s delicate structure.

Cast back into the mortal world, the Slayer emerged exhausted, disoriented, and alone in a region already reshaped by Ominous' raids. His first instinct was simple: find his sister. He followed rumors of a rebellious "punk" gourd, helped defend vulnerable towns, and traded his strength for information. Each victory left behind charred craters and stories of a flaming mace that turned monsters into walking bombs, but every lead about Hallow Punk ended with the same answer—she had moved on, or vanished, just before he arrived.

Eventually, the Slayer settled temporarily in a modest town on the outskirts of Trick‑or‑Retreat’s influence, using his skills to shield civilians from roaming gourd patrols. For a brief moment, it seemed he might carve out a new purpose: protect others until he could track his sister down for good.

Ominous had other plans.

The Pumpking launched a full raid on the town, amused by the tales of a “bomb‑mace warrior” wrecking his scouting parties. The Slayer confronted him head‑on, Malice detonations ripping through wave after wave of gourds. Yet against Ominous' full power and the accumulated force of multiple shards, his efforts weren’t enough. The Pumpking toyed with him, shrugging off hits, mocking his persistence, and ultimately overpowering him. Instead of killing the Slayer outright, Ominous saw an opportunity: a melee specialist whose very presence turned enemies into explosives would make an entertaining defender—especially if broken and repurposed.

Taken captive and bound by Ominous' shard‑augmented control over gourds and shard‑touched beings, the Slayer was forced into service as one of the Pumpking’s defenders during Haunted Harvest. He retained his combat instincts, but his agency was buried under layers of mental chains and command signals. Worse still, Ominous had access to remnants of Hallow Punk’s original designs thanks to his Gourdian of ingenuity.

When Jennifer Lennox (Jackie Lantern) defected to the T.D.S. Organization, she recognized the engineering style in the Slayer’s gear. Horrified at how Ominous had twisted the siblings’ work, she secretly began designing an upgrade—a way to both restore the Slayer’s edge and potentially break Ominous' grip if the moment arose. The result was the Slayer’s Mace MK II: twin chained flails that used a more advanced, bio‑mechanical variant of Malice, which can be seen at the Slayer's maximum level.

Instead of injecting simple charges, the MK II flails delivered volatile microorganisms engineered to respond to rising body heat and energy concentration. The longer enemies remained active—and the more stress they endured—the closer they came to catastrophic, chain‑reaction explosions. In practice, this amplified the Slayer’s old style: where Hallow Punk’s original mace planted bombs, Lennox’s flails turned enemies into walking reactors.

During Haunted Harvest, the Slayer fights on Ominous' side under compulsion, his upgraded flails lashing out and sowing devastation among T.D.S. forces. Yet beneath the control, his core desire never changed: find his sister and fight by her side again. Every Malice detonation, every shattered wave, every narrow survival is another step in a journey he never chose—but one he endures in the hope that, if the Pumpking falls and the shards’ influence breaks, he might finally walk free.

In the end, as Ominous' ambitions collide with the T.D.S. Organization and Lennox’s plans, the Slayer’s fate hangs in the balance. Will the chains binding him to the Pumpking’s will be severed, granting him the chance to continue his search for Hallow Punk? Or will he remain a weapon on someone else’s stage, his dream of reunion lost beneath the roar of Haunted Harvest’s final chorus?

Trivia

  • The Hallow Punk is the Slayer’s older sister, acting as the “brains” to his “brawn.”
    • She originally forged his mace to inject explosive charges into enemies, which later evolved into his Malice passive.
      • After the events of Haunted Harvest and Hexscape, the siblings are finally reunited, bringing their frontline duo back together.
  • Following Haunted Harvest, the Slayer and Sledger become close comrades, bonding over their shared role as aggressive, melee‑range crowd control specialists.
  • Lore-wise, the Slayer has fought and survived encounters with high-tier bosses such as Withers and the Conserver, both of whom possess hundreds of thousands of health.
    • His reduced strength in-game is explained by Ominous siphoning a large portion of his power during captivity.
  • The Slayer and the Annihilator maintain a friendly rivalry, frequently arguing over who should control the frontlines during operations.
    • The Rifleman is notably fond of the Slayer, as the Slayer’s recklessness and determination remind him of his own older brother.
  • According to the Medic, the Slayer is one of her most frequent visitors, largely due to his preference for up-close combat and the collateral damage from his own Malice explosions.
    • Ironically, because the Slayer turns enemies into walking bombs, he often ends up taking chip damage from his own detonations.
  • In terms of development, the Slayer was the final event tower designed for Haunted Harvest and was largely conceived late in production.
    • Early concepts portrayed the Slayer as a more straightforward, Warden-like single-target melee tower that simply applied burn. This idea was scrapped for being too bland compared to other event towers.
  • The Slayer once had a planned secret fourth level, unlocked by triumphing Haunted Harvest’s Encore wave.
    • This concept was removed to avoid overlap with the Reaper’s unlock method and to prevent an exclusive “hidden” level on a three-level tower from complicating balance.
  • In one of the earliest drafts, the Slayer’s working name was “Macer,” inspired by Mar blox star’s fanmade TDS Skeleton Event video.
  • The Vanguard skin for the Slayer is based on the creator’s OC, Spade—a shell-shocked war veteran who weaponizes his own blood.
    • The skin’s description directly references Spade’s conversations with the creator’s main OC, Ace, in which Spade criticizes Ace’s risky “Wager” ability.
  • The Slayer’s favorite game franchise is the DOOM series, which he enjoys for the simple reason that it involves “slaying demons non-stop."

Update History

For previous cosmetic variations, see the OMG NO NOT OMINOUS! page.

Even through heaven or hell, we will be reunited, some day...

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  1. ↑ Partially landing a note will score an "okay" point, yielding only half the corresponding buff.
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