Toxic Gunner
NoobsAreCoolAndCoolerThanCasual/Toxic Gunner has been made unobtainable from the game as of the 8th of May 2021 as it was part of the Halloween 2020 Event.
Players with the item in question can continue using it, but you cannot obtain this item anymore, outside of limited-time promotional sales.
Description
The Toxic Gunner is a ground tower that applies the Biohazard effect. It was unlocked by triumphing Trick or Threat Town as part of the Halloween 2020 Event. It was also obtainable through a gamepass for 500 during the Solar Eclipse Event, for 550 during the Black Friday 2023 sale, and for 499 during the Haunted Harvest Event.
The Toxic Gunner discharges projectiles in rapid succession, inflicting minimal damage while simultaneously applying a single stack of Biohazard with each shot, up to a predetermined cap proportional to the current level. Biohazard inflicts a fixed amount of damage per tick and releases an Area of Effect (AoE), which deals half the damage of the maximum tick and applies an additional stack of Biohazard to any nearby enemies. Furthermore, the Toxic Gunner is constrained by a magazine capacity, consuming one unit of ammunition per shot. Upon depletion of ammunition, the Toxic Gunner is compelled to reload, rendering it incapable of attacking during this process.
The Toxic Gunner is regarded as a versatile tower. Due to its cost-effectiveness and considerable damage per second (DPS), it proves valuable as both an early-game and mid-game asset. In later stages, it continues to contribute additional DPS to enemy targets. Additionally, the Toxic Gunner's slowing effect and defense reduction capabilities ensure its utility even in late-game scenarios as a support tower. Furthermore, the Biohazard effect facilitates potent crowd control, allowing the Toxic Gunner to manage dense concentrations of enemies, such as Breakers, with relative ease.
Upgrades
Biohazard is a passive ability possessed by the Toxic Gunner. With each successful shot, a single stack of Biohazard is applied, up to a maximum of two stacks at the highest level, with the maximum number of stacks scaling proportionally to the ability's level. Each second, one stack of Biohazard is consumed, dealing a fixed amount of damage to the target while releasing an area-of-effect (AOE) attack. This AOE deals half the damage of the primary effect but applies an additional stack of Biohazard to any nearby enemies. However, this AOE effect does not affect enemies already possessing the Biohazard attribute.
At higher levels, Biohazard also applies a slowdown effect and reduces enemy defense by a certain percentage per stack. At maximum level, enemies afflicted with the Biohazard attribute take additional damage proportional to the number of stacks applied, up to 15% upon reaching 30 stacks. Furthermore, when an enemy dies while affected by Biohazard, it triggers an explosion that deals 300% more damage based on the current number of stacks and applies three additional stacks of Biohazard to nearby enemies.
For example, if an enemy dies with three stacks of Biohazard, it will release an AOE that deals nine damage. Conversely, if an enemy dies with 30 stacks of Biohazard, it will release an AOE that deals 90 damage upon death.
Stats Table
To see all the previous statistics of this tower, see the history page, while for the statistics without the Firerate Bug, visit the Firerate Bug page.
| Level | Total Price | Damage | Biohazard Stack | Biohazard Damage | Max Stack | Firerate[1] | Magazine Size | Range | Reload Time | Total Elapsed Damage[2] | Slowdown Per Stack | Slowdown | Defense Reduction Per Tick | Max Defense Melt | DPS[3] | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 1 | 1 | 1 | 3 | 0.208 | 10 | 10 | 2 | 3 | N/A | N/A | N/A | N/A | 4.8 | ||
| 1 | 1 | 1 | 1 | 5 | 0.208 | 15 | 12 | 2 | 5 | N/A | N/A | N/A | N/A | 4.8 | ||
| 2 | 2 | 1 | 3 | 5 | 0.188 | 15 | 12 | 1.5 | 15 | 3% | 15% | N/A | N/A | 10.64 | ||
| 3 | 6 | 1 | 3 | 15 | 0.158 | 40 | 14 | 1.5 | 45 | 2% | 25% | 5% | 30% | 38.01 | ||
| 4 | 35 | 2 | 8 | 30 | 0.208 | 120 | 18 | 1.25 | 240 | 2% | 45% | 5% | 50% | 168.27 |
Skins
To see all the upgrades of a skin, see the googly page.
| Skin | Toxic Gamer |
|---|---|
| Rarity | Gigma Sigma |
| Daily Store Cost | N/A |
| Obtained From | Triumphing Haunted Harvest With 6x Modifiers 1,000 times!1! (Real) |
Pros and Cons
| Pros | Cons |
|---|---|
|
|
Trivia
- The Toxic Gunner was supposed to be released during the Halloween 2020 Event, but it was postponed to the Frost Invasion Event due to it being unfinished.
- The Toxic Gunner is the only event tower to be released after the event has concluded.
- As a result, if you had beaten the Halloween 2020 Event before the 8th of May 2021 (when the Frost Invasion event released), you would have had to wait until then to obtain this tower.
- Due to a bug, this tower was able to slow down major bosses, like the legacy Fallen King and Frost Spirit prior to the 4th of July 2021.
- The Toxic Gunner had a defense dropping statistic since it was added, however, it was unused until the 24th of November 2023.
- The earlier levels of the Toxic Gunner loosely resemble the Husk.
Update History
For previous cosmetic variations, see the giggity page.
DEVS PLS GIVE ME TOXIC GUNNER SO I HAVE HAVE EVERY TOWEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEER (っ °Д °;)っ
Notes
- DPS calculation excludes formula and instead utilizes average formula to prevent confusion.
- For clarity, please use the formula of (Damage × Ammo) ÷ (Reload Time + (Firerate × Ammo)) to calculate DPS with ammo and reload time accounted for.
- Biohazard DPS is not calculated nor accounted for when calculating the Toxic Gunner's DPS.
- Bosses are only slowed down by 20% with Biohazard.
- ↑ Firerate only applies to the burst and is not the time between bursts.
- ↑ Total Elapsed Damage is calculated as Poison Damage × (Poison Time ÷ Tick)
- ↑ DPS is calculated as (Damage × Burst Count) ÷ (Cooldown + (Firerate × Burst Count)) + (Poison Damage ÷ Tick).
When the Toxic Gunner stops firing in bursts, it is calculated as Damage ÷ Firerate + Poison Damage ÷ Tick
DPS assumes all shots poison the same enemy.