User blog:TDSSucksMan/Midnight Party Event

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<infobox>

 <title source="title1"><default>User blog:TDSSucksMan/Midnight Party Event</default></title>

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</group> </infobox>

Description

[edit]

The Midnight Party Event is an event concept on the Tower Defense Simulator Wiki. It is a part 4 of the Eradication Takeover Event, after the Calamity Overdrive Event. It would reward John.

Cash was only gained if an enemy was killed, or in some cases, damaged by a specific amount of health. Additionally, the amount gained was a set amount of cash, which was not always equal to the enemy's health. In solo, you received 100% of the cash when an enemy was killed, or if it was damaged enough. With each additional player, this decreased by 25%, which meant that in a quad, you only got 25% of the cash. This amount was distributed between players based on how much damage they dealt. However, if a player did not deal any damage, they would receive 0%. If it was a decimal, it got rounded up regardless of the decimal value.

The Midnight Party Event is similar to the Calamity Overdrive Event in terms of how debuffs function. If a tower have an active Damage Debuff and/or Range Debuff above 100%, it instantly explodes and dies. If the tower has an active Firerate Debuff, it cannot be sold until the debuff is over. If the tower's Firerate Debuff is also above 100,000%, it instantly dies.

The Hacker, Cowboy, and Golden Cowboy are all banned in the Midnight Party Event.

Midnight Party Season Pass

[edit]
Midnight Party Season Pass
Start
Rank 1
Rank 2
Rank 3
Rank 4
Rank 5
Rank 6
Rank 7
Rank 8
Rank 9
Rank 10

Maps

[edit]
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Castellan Reach

Towers

[edit]
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John

Skins

[edit]
Error creating thumbnail: File missing Error creating thumbnail: File missing Error creating thumbnail: File missing Error creating thumbnail: File missing
Classic Scout Classic Cowboy Classic Crook Boss Fortress Gladiator
Error creating thumbnail: File missing Error creating thumbnail: File missing Error creating thumbnail: File missing
Classic Commander Scientist Accelerator Fortress Pyromancer

Badges

[edit]

There is a badge that you can obtain when playing this event, which may have additional rewards alongside them. These are:

Party Pooper
✖ UNOBTAINABLE
Sorry, Dr. Xenon, but your party must be cut short.

Rewards:
John

players earned this

Wave Structure

[edit]

Castellan Reach had one wave bonus. The wave bonus is calculated as:

Error creating thumbnail: File missing$100 + ([Waves Completed - 1] × Error creating thumbnail: File missing$10)^0.5

These wave bonuses cannot be boosted by the Stonks Skill.

Enemies

[edit]
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Eradicator MK II+
Wave 1
Eradicator MK II
Wave 1
Eradicator
Wave 1
Eradicator MK I Combat
Wave 2
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Eradicator MK IV
Wave 3
Jager
Wave 3
Predator
Wave 4
Apex Predator
Wave 4
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Enraged Predator
Wave 5
Enraged Apex Predator
Wave 5
Snow Predator
Wave 6
Snow Apex Predator
Wave 6
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Alpha Predator
Wave 7
Revived Plague Doctor+
Wave 7
Golden Eradicator MK IV
Wave 8
Party Celgar
Wave 8
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Enraged Eradicator MK II
Wave 9
---------- MK II
Wave 9
Calamity
Wave 9
Robo-Xenon
Wave 10

The waves in Castellan Reach could not be skipped. They follow these timings:

Waves Wave Timer
1–7 10:00
8 30:00
9 12:00
10

Bolded names indicate an enemy type's debut.
An ellipsis (...) indicates the delay from one enemy to another is longer then 5 seconds.
A capital X indicates the spawn delay from one enemy is shorter than 0.5 seconds.
A hyphen inbetween the spawn amount (1-x) indicates the spawn delay from one enemy is longer than 1 second.
A hyphen next to the number amount (-1x) indicates the enemy starts spawning before the previous enemy has finished spawning in its set of enemies.

Wave Structure
Wave Dialogue Enemy Type & Amount
1
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Hey, hey, Commander. Prepare for an all-out boss rush! This time, I made sure Advisor was gone for good. Leah may not come back either. 1x Eradicator MK II+ ... 1x Eradicator MK II ... 1x Eradicator
Error creating thumbnail: File missing Hi, my name's John, short for John.
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Ugh! And just when I thought I got rid of them all.
Error creating thumbnail: File missing Commander, this event is going to be purely a DPS check. Your Accelerator and Gatling Gun units have been superbuffed, make sure you brought them or we're screwed!
Error creating thumbnail: File missing If we beat this, then, uh... I'll consider joining your Organization.
2
Error creating thumbnail: File missing
John, if you're going to be a nuisance, don't tell Commander of anything I'm about to do to him. 1x Eradicator MK I Combat (Corpse)
Error creating thumbnail: File missing Yeah, yeah, whatever smelly woman.
Error creating thumbnail: File missing
What did you just call me?!
Error creating thumbnail: File missing Uhhh, nothing.
3 Error creating thumbnail: File missing Yeah, um, I don't think General Leah is coming back, I'm reading not a single bit of attempt of her trying to connect back to us. 1x Jager, 1x Eradicator MK IV, 1x Jager
Error creating thumbnail: File missing We don't need her anyways.
4 - 3x Predator, 1x Apex Predator
5 - 2x Enraged Predator, 3x Predator, 1x Enraged Apex Predator
6 - 1x Snow Predator, 2x Enraged Predator, 3x Predator, 1x Snow Apex Predator
7 Error creating thumbnail: File missing Okay, I'm getting bored ... This, mmm, this fight is... getting very, boring. 1x Alpha Predator ... 1x Revived Plague Doctor+
Error creating thumbnail: File missing Are you serious, John?
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Really, John? Eating a burger in the middle of the onslaught?
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Oh, boy, this will be easier than I THOUGHT!
Error creating thumbnail: File missing JOHN! FOCUS!
Error creating thumbnail: File missing Okay, okay! Jeez!
8 Error creating thumbnail: File missing Golden Eradicator MK IV sighted! This guy can like, uh, shoot out of his cannon and kills towers in like, two shots. It targets the cheapest tower with the highest range. Do we have any Rangers, they will come in handy. 1x Golden Eradicator MK IV ... 1x Party Celgar
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Whenever I want to catch them off guard... SHUT UP, JOHN!
Error creating thumbnail: File missing Yes, ma'am, ehh... whatever.
9
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Mm. Well done, Commander. I wouldn't have expected you to even get pasted the first onslaught of Eradicators, let alone getting to the second to last rush. 1x Enraged Eradicator MK II, 3x ---------- MK II, 1x Calamity
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But, oh, believe me. I won't stop. I won't quit until I FINISH YOU ALL OFF!
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Farewell, Commander. Until we meet again soon.
Error creating thumbnail: File missing You guys are battling again Xenon too? Nice, I guess I'll join your team.
10 Error creating thumbnail: File missing Last wave, guys! 1x Robo-Xenon
Error creating thumbnail: File missing Xenon is sending out her robot version as a finale! Use stalling towers against it and this will be a cakewalk!

Trivia

[edit]
  • There are one towers specifically changed in the Calamity Overdrive Event, that being the Gatling Gun, Golden Minigunner, and Accelerator.
    • Gatling Gun:
      • Costs are increased by 150%.
      • Damage is increased by 300%.
      • Firerate is decreased by 10%.
      • Pierce is removed.
      • Reload Time is increased by 100%.
      • Ammo is adjusted.
    • Golden Minigunner:
      • Costs are increased by 350%.
      • Damage is increased by 300%.
      • Now has Stun Immunity at Level 4.
    • Accelerator:
      • Placement limit is increased to 10.
      • Costs are increased by 50%.
      • Damage is increased by 200%.
      • Overcharge is increased by 500%.


Enemy Statistics

[edit]
  • Eradicator MK II+
    • Error creating thumbnail: File missing1,450,000
    • Error creating thumbnail: File missing250,000
    • Error creating thumbnail: File missing35%
    • Error creating thumbnail: File missingSlightly Slow (2)
    • Error creating thumbnail: File missingBoss
    • Error creating thumbnail: File missingStun Immune
    • Error creating thumbnail: File missingFreeze Immune
    • Ability 1 (Duovigesimal Shots): Fires 22 rockets from his rocket pods at random towers in his 70 stud range, each stunning for 5 seconds and applying a 50% Damage Debuff afterwards for 15 seconds.
      • Ability 1 Initial Cooldown: 18 seconds
      • Ability 1 Cooldown: 55 seconds
    • Ability 2 (Hexa-Barreled Destruction): Shoots his miniguns at towers while turning in an 85 degree arc clockwise with a range of 25, dealing 20% of a unit's health in DPS, and also stunning towers for 8 seconds.
      • Ability 2 Initial Cooldown: 20 seconds
      • Ability 2 Cooldown: 45 seconds
    • Ability 3 (Emergency Repair Systems): Stops in place before discharging a red pulse, giving himself 80,000 health and 25,000 shield. Can stack up to 500,000 shield.
      • Ability 3 Initial Cooldown: 30 seconds
      • Ability 3 Cooldown: 50 seconds / 40 seconds (after E.E.)
    • Ability 4 (Pyrotechnics MK II+): Sprays towers with his mouth-embedded flamethrower in an 175 degree arc clockwise with a range of 11, applying both a burning effect on towers, and also a 95% Range Debuff for 12 seconds.
      • Ability 4 Initial Cooldown: 50 seconds
      • Ability 4 Cooldown: 30 seconds
    • Ability 5 (Focused Bulletstorm): Fires his miniguns at the most expensive tower, instantly killing it, and at least 3 other towers beside it immediately after the ability is over.
      • Ability 5 Initial Cooldown: 40 seconds
      • Ability 5 Cooldown: 20 seconds
    • Ability 6 (Aerial Assault): Shoots a flare into the air, summoning 1 Missile Drone and 3 Healing Drones.
      • Ability 6 Initial Cooldown: 30 seconds
      • Ability 6 Cooldown: 80 seconds
    • Ability 7 (Hexacontal Hailstorm): Stomps the ground, stunning any tower or unit hit in a radius of 20 and fires 100 missiles from his back-mounted missile pod array at random spots around him, with each missile dealing 200 damage or having a 5% chance to kill a tower if hit.
      • Ability 7 Initial Cooldown: 10 seconds
      • Ability 7 Cooldown: 25 seconds
    • Ability 8 (Ballistic Blast): Fires a missile from his back-mounted trio of missile launchers at the most expensive tower, either stunning it for 16 seconds, bypassing Stun Immunity, or kills it. Has a range of 150 and a deadzone of 20.
      • Ability 8 Initial Cooldown: 1 second
      • Ability 8 Cooldown: 15 seconds
    • Ability 9 (Ternary Strikedown): Fires three missiles from his back-mounted trio of missile launchers at the farthest and most expensive aerial tower, applying a 99% Damage Debuff for 30 seconds.
      • Ability 9 Initial Cooldown: 5 seconds
      • Ability 9 Cooldown: 20 seconds
    • Ability 10 (Explosive Exuviation): Upon reaching 60% health, generates a forcefield that nullifies 99% of all damage before blasting off his armor and screaming into the air, stunning all towers and dealing 10,000 damage to units, bypassing Stun Immunity. Afterwards, spins in a circular motion while shooting his miniguns, instantly killing any towers in a radius of 16 or stunning any tower between a radius of 17-40 for 15 seconds. He will then scream again, jamming all towers before shooting 22 rockets from his rocket pods at random towers, instantly killing them if hit. Finally, he increases his speed to Above Average (3.65), spawns 12 Missile Drones and 5 Healing Drones. and loses its 35% defense, Hexacontal Hailstorm, Ballistic Blast, Aerial Assault, and Ternary Strikedown, but gains Upgraded Interference System.
    • Ability 11 (Upgraded Interference System+): Heals 100,000 health, and becomes Hidden and Ghost for 18 seconds.
      • Ability 11 Initial Cooldown: 3 seconds
      • Ability 11 Cooldown: 25 seconds
  • Missile Drone
  • Healing Drone
  • Eradicator MK II
  • Eradicator
    • Error creating thumbnail: File missing300,000
    • Error creating thumbnail: File missingBelow Average (2.5)
    • Error creating thumbnail: File missing$100,000 on death
    • Error creating thumbnail: File missingBoss
    • Error creating thumbnail: File missingStun Immune
    • Ability 1 (Spin Slash): Slashes his sword in a circle, stunning nearby towers in a range of 12.
      • Ability 1 Initial Cooldown: 4 seconds
      • Ability 1 Cooldown: 20 seconds
    • Ability 2 (Sword Shock): Raises his sword and discharges an orange shockwave, jamming towers in a range of 20.
      • Ability 2 Initial Cooldown: 8 seconds
      • Ability 2 Cooldown: 28 seconds
    • Ability 3 (Rocket Barrage): Fires 12 rockets at random towers in a range of 30, with each rocket applying a 50% Damage Debuff.
      • Ability 3 Initial Cooldown: 20 seconds
      • Ability 3 Cooldown: 30 seconds
    • Ability 4 (Triple Shock Squad): Fires a burst of 3 rockets at the recently maxed out tower within a range of 10 (including airborne ones), each jamming the tower for 6 seconds, stacking up to 18 seconds.
      • Ability 4 Initial Cooldown:
      • Ability 4 Cooldown:
    • Ability 5 (Electronic Rage): Will shriek into the air before deactivating, stunning all towers and units for 5 seconds. He will then reactivate, healing himself 75,000, and increasing his speed to Above Average (3.5).
  • Eradicator MK I Combat
    • Error creating thumbnail: File missing1,100,000
    • Error creating thumbnail: File missing30%
    • Error creating thumbnail: File missingAverage (3)
    • Error creating thumbnail: File missing$10,000 every 1% health
    • Error creating thumbnail: File missingBoss
    • Error creating thumbnail: File missingFreeze Immune
    • Ability 1 (Missile Hellfire): Fires 30 missiles at random towers outside of its 75 range deadzone, each applying a 95% Damage Debuff for 2 minutes.
      • Ability 1 Initial Cooldown: 1 second
      • Ability 1 Cooldown: 8 seconds
    • Ability 2 (Laser Concentration): Fires his laser cannons at the most expensive and recently upgraded tower, stunning it for 8 seconds and applying a 150% Firerate Debuff for 20 seconds.
      • Ability 2 Initial Cooldown: 6 seconds
      • Ability 2 Cooldown: 15 seconds
    • Ability 3 (Chain Assault): Slashes his chainsaw blades in a circle, stunning towers in a range of 15 for 10 seconds.
      • Ability 3 Initial Cooldown: 3 seconds
      • Ability 3 Cooldown: 8 seconds
    • Ability 4 (Energy Surge): Raises his right chainsaw blade and discharges an orange shockwave, stunning towers in a radius of 30 for 3 seconds.[1]
      • Ability 4 Initial Cooldown: 5 seconds
      • Ability 4 Cooldown: 20 seconds
    • Ability 5 (Energy Shield): Crosses his chainsaw blades in the air, summoning an orange force field that gives himself 150,000 shield. Can be stacked infinitely.
      • Ability 5 Cooldown: 45 seconds
    • Ability 6 (Recharged Fury): Upon reaching 75,000 health, roars into the air before deactivating, stunning on all towers on the map, bypassing Stun Immunity, and dealing 10,000 damage to units every 0.05 seconds for 5 seconds. He will then reactivate, fully restoring his health, granting him 500,000, slightly increasing his movement speed to Above Average (4.25), and gaining 2 new abilities: Seismic Strikes and Annihilation Sweep.
    • Ability 7 (Seismic Strikes): Slams his chainsaw blades on the ground 6 times before ending with a double slam, with each slam applying a 125% Firerate Debuff for 40 seconds.
      • Ability 7 Initial Cooldown: 2 seconds
      • Ability 7 Cooldown: 10 seconds
    • Ability 8 (Annihilation Sweep): Fires his laser cannons while turning his head in an arc, applying a 999% Firerate Debuff, 99% Range Debuff, and 99% Damage Debuff for 30 seconds. Can only be used if there are 20 towers in a range of 30.
      • Ability 8 Initial Cooldown: 1 second
      • Ability 8 Cooldown: 120 seconds
  • Eradicator MK IV
    • Error creating thumbnail: File missing850,000
    • Error creating thumbnail: File missing360,000
    • Error creating thumbnail: File missing25%
    • Error creating thumbnail: File missingSlow (1.6)
    • Error creating thumbnail: File missing$800,000 on death
    • Error creating thumbnail: File missingBoss
    • Error creating thumbnail: File missingBurn Immune
    • Ability 1 (X-class Missiles): Fires 12 missiles at random towers (including airborne towers) in his 100 range, each applying a 25% Damage Debuff for 30 seconds
      • Ability 1 Initial Cooldown: 2 seconds
      • Ability 1 Cooldown: 30 seconds
    • Ability 2 (Collateral Control): Deploys 2 explosive grenades from his chest, with each one applying a 101% Damage Debuff.[2]
      • Ability 2 Initial Cooldown: 10 seconds
      • Ability 2 Cooldown: 25 seconds
    • Ability 3 (Death Shot): Turns towards the farthest tower on the map with the highest range outside its 30 range deadzone, taps his chest twice with his right hand, and shoots an artillery shell at his target, applying a 10,000% Damage Debuff permanently.[3] Has a splash radius of 15.
      • Ability 3 Initial Cooldown: 2 seconds
      • Ability 3 Cooldown: 45 seconds
    • Ability 4 (Toxic Overflow): Deploys 2 chemical grenades from his chest, each spawning in a Spawner Operator.
      • Ability 4 Initial Cooldown: 60 seconds
      • Ability 4 Cooldown: 30 seconds
    • Ability 5 (Blinding Bullet): Turns towards the highest range tower, taps his chest twice with his right hand, and shoots an artillery shell at his target, applying a 99% Range Debuff for 15 seconds.
      • Ability 5 Initial Cooldown: 3 seconds
      • Ability 5 Cooldown: 10 seconds
    • Ability 6 (Enhanced Disturbance): Deploys 2 shock grenades from his knees, each stunning towers for 12 seconds in a splash radius of 6. Shock grenades can stack up to 24 seconds.
      • Ability 6 Initial Cooldown: 20 seconds
      • Ability 6 Cooldown: 25 seconds
    • Ability 7 (Inferno Wave): Deploys 2 incendiary grenades from his knees, applying a 1% Damage Debuff every 0.1 seconds for 5 seconds, resulting in a 50% Damage Debuff for 8 seconds.
      • Ability 7 Initial Cooldown: 12 seconds
      • Ability 7 Cooldown: 35 seconds
    • Ability 8 (Desperate Rush): Upon reaching 200,000 health, the Eradicator MK IV’s armor will blast off, and he will begin running at a Very Fast (9) walkspeed. Additionally, he loses all other abilities.
  • Jager
  • Predator
  • Apex Predator
    • Error creating thumbnail: File missing750,000
    • Error creating thumbnail: File missing25%
    • Error creating thumbnail: File missingSlightly Slow (2)
    • Error creating thumbnail: File missing$5,000 every 1% health
    • Error creating thumbnail: File missingBoss
    • Ability 1 (Apex Call): Clenches his fist, summoning 8 Predators across 1/5 of the map.
      • Ability 1 Initial Cooldown: 3 seconds
      • Ability 1 Cooldown: 400 seconds
    • Ability 2 (Missile Burst): Fires four missiles from his rocket launcher at the farthest towers, with each missile applying a 800% Firerate Debuff for 30 seconds.
      • Ability 2 Initial Cooldown: 5 seconds
      • Ability 2 Cooldown: 20 seconds
    • Ability 3 (Seismic Slam): Slams the sickled end of his rocket launcher into the ground, stunning towers for 5 seconds.
      • Ability 3 Initial Cooldown: 8 seconds
      • Ability 3 Cooldown: 12 seconds
    • Ability 4 (Triple Pulse): Fires 3 lasers from his eye at the most expensive tower, applying a 5,000% Firerate Debuff.
      • Ability 4 Initial Cooldown: 35 seconds
      • Ability 4 Cooldown: 25 seconds
    • Ability 5 (Plasma Pulse): Fires a laser from his hand to a random tower, applying a 90% Damage Debuff for 10 seconds.
      • Ability 5 Initial Cooldown: 60 seconds
      • Ability 5 Cooldown: 10 seconds
    • Ability 6 (Core Collapse): Upon death, tears out the core from his chest and crushes it in his hand, causing an explosion that applies a 100,001% Firerate Debuff in a radius of 10, while stunning towers in a radius of 10-20.
  • Enraged Predator
  • Enraged Apex Predator
  • Snow Predator
  • Snow Apex Predator
    • Error creating thumbnail: File missing1,050,000
    • Error creating thumbnail: File missing10%
    • Error creating thumbnail: File missingSlow (1.55)
    • Error creating thumbnail: File missing$1,000 every 1% health
    • Error creating thumbnail: File missingBoss
    • Error creating thumbnail: File missingFreeze Immune
    • Ability 1 (Blizzard Call): Clenches his fist, summoning the following within 2/5 of the map. Can only be used once.
      • Ability 1 Initial Cooldown: 3 seconds
    • Ability 2 (Icicle Burst): Fires four missiles from his rocket launcher at the farthest towers, with each missile freezing for 8 seconds.
      • Ability 2 Initial Cooldown: 10 seconds
      • Ability 2 Cooldown: 30 seconds
    • Ability 3 (Glacier Bombardment): Fires four missiles from his rocket launcher at the base, each dealing 1,500 damage to the base. Cannot be used if the base health reached or is under 200,000 health.
      • Ability 3 Initial Cooldown: 150 seconds
      • Ability 3 Cooldown: 20 seconds
    • Ability 4 (Sheer Cold): Fires a laser beam from his eye at the closest and most expensive tower, freezing it for 16 seconds.
      • Ability 4 Initial Cooldown: 20 seconds
      • Ability 4 Cooldown: 50 seconds
    • Ability 5 (Cryo Decimation): Fires a laser from his hand at the farthest tower, freezing it for 15 seconds and applying a 80% Damage Debuff for 28 seconds.
      • Ability 5 Cooldown: 25 seconds
    • Ability 6 (Icy Implosion): Tears out the core from his chest and crushes it in his hand, causing an explosion that permanently freezes any tower in a radius of 15.
  • Alpha Predator
    • Error creating thumbnail: File missing4,250,000
    • Error creating thumbnail: File missing30%
    • Error creating thumbnail: File missingExtremely Slow (0.8)
    • Error creating thumbnail: File missing$50,000 every 1% health
    • Error creating thumbnail: File missingBoss[8]
    • Ability 1 (Gamma Ray Surge): Opens his chestplate and thumps it twice, generating a shockwave that kills all flyig towers within a radius of 20 and applying a 400% Firerate Debuff for 20 seconds.
      • Ability 1 Initial Cooldown: 5 seconds
      • Ability 1 Cooldown: 30 seconds
    • Ability 2 (Blasting Away): Swings his modified rocket launcher on the ground and shoots its back end into the ground, with the latter creating an explosion around himself. The slam stuns towers for 8 seconds, while the explosion deals 100,000 damage to units in a radius of 30.
      • Ability 2 Cooldown: 20 seconds
    • Ability 3 (Brutal Bombardment): Launches eight missiles from his octa-barreled rocket launcher at random towers (including flying towers) outside a 50 range deadzone, each stunning for 16 seconds. Does not target towers with Stun Immunity.
      • Ability 3 Cooldown: 40 seconds
    • Ability 4 (Alpha Ray): Fires a laser beam from his eye at the most expensive tower (including flying towers) within a range of 100, applying a 60,000% Firerate Debuff.
      • Ability 4 Initial Cooldown: 50 seconds
      • Ability 4 Cooldown: 8 seconds
    • Ability 5 (Grand Leap): Uses his thrusters to jump in the air, gaining No Target and traveling 30 studs from where he was previously. After landing, deals 4,000 damage to units, bypassing shields by the Field Medic. Can only be used if there are no towers near the Alpha Predator in a radius of 20.
      • Ability 5 Initial Cooldown: 90 seconds
      • Ability 5 Cooldown: 25 seconds
    • Ability 6 (Overheat Failsafe): Opens his chest-plate to grab his overheating core and proceeds to crush it, resetting all his ability cooldowns and restoring all his health. Additionally gains a new ability, Annihilation Warhead. Can only be used once and on the first death.
    • Ability 7 (Annihilation Warhead): Pulls out a missile from his modified rocket launcher and lobs it at the farthest, most expensive and highest range tower within his range using his left arm, applying a 200,000% Firerate Debuff in a radius of 6 and stunning any tower in a radius of 12.5 for 20 seconds, bypassing Stun Immunity. Can only be used up to five times.
      • Ability 7 Initial Cooldown: 6 seconds
      • Ability 7 Cooldown: 12 seconds
  • Revived Plague Doctor+
    • Error creating thumbnail: File missing650,000
    • Error creating thumbnail: File missingAbove Average (4)
    • Error creating thumbnail: File missing$10,000 every 1% health
    • Error creating thumbnail: File missingBoss
    • Error creating thumbnail: File missingHealth Regen
    • Ability 1 (Reaping Rotation): Slashes his scythe in a circle, stunning towers in a radius of 16 for 3 seconds.
      • Ability 1 Initial Cooldown: 3 seconds
      • Ability 1 Cooldown: 15 seconds
    • Ability 2 (Toxicus Pluvia): Changes his color to the next one in its cycle and sprays nearby towers in a 90 degree arc using his bionic arm, applying an effect depending on the color.[9]
      • Ability 2 Initial Cooldown: 2 seconds
      • Ability 2 Cooldown: 8 seconds
    • Ability 3 (Scythe Slam): Slams the bottom of his scythe into the ground, stunning towers in a radius of 10 for 8 seconds.
      • Ability 3 Initial Cooldown:
      • Ability 3 Cooldown:
    • Ability 4 (Danse Macabre): Raises both of his arms and shrieks, summoning 10 Predators, 18 Null Engineers, 3 Projectors, 30 Null Electroshockers, and 5 Null Pyromancers.
      • Ability 4 Initial Cooldown: 20 seconds
      • Ability 4 Cooldown: 999 seconds
    • Ability 5 (Emerald Bulwark): Raises his scythe into the air, healing himself 16,000 health while also summoning a green forcefield around himself that reduces all damage dealt to him to a maximum of 25 for 15 seconds.
      • Ability 5 Initial Cooldown: 10 seconds
      • Ability 5 Cooldown: 40 seconds
    • Ability 6 (Undying Disease): Upon reaching 20% health, begins emitting black fumes in a radius of 35, preventing Medics from shielding towers within that radius, while also passively applying a 95% Range Debuff to any DJ Booths, Medics, and Commanders in that radius.
  • Golden Eradicator MK IV
    • Error creating thumbnail: File missing10,000,000
    • Error creating thumbnail: File missingVery Slow (1)
    • Error creating thumbnail: File missing$80,000 every 1% health
    • Error creating thumbnail: File missingBoss
    • Ability 1 (Gilded Payload): Turns towards the farthest tower with the cheapest price and highest range outside its deadzone of 50, taps its chest twice with its right hand, and shoots an artillery shell at its target, applying a 50,000% firerate Firerate Debuff permanently. Does not stop using this ability until Desperate Charge is used, or until all offensive towers are dead.
      • Ability 1 Initial Cooldown: 20 seconds
      • Ability 1 Cooldown: 5 seconds
    • Ability 2 (Slag Shot): Turns towards the farthest tower with the highest value, taps its chest twice with its right hand, and shoots an artillery shell at its target, applying a 99% Range Debuff for 14 seconds.
      • Ability 2 Initial Cooldown: 3 seconds
      • Ability 2 Cooldown: 12 seconds
    • Ability 3 (Desperate Charge): Upon reaching 200,000 health, blasts off its armor and starts running at a Fast (7.2) walkspeed. Cannot use any other abilities.
  • Party Celgar
  • Enraged Eradicator MK II
    • Error creating thumbnail: File missing2,000,000
    • Error creating thumbnail: File missing400,000
    • Error creating thumbnail: File missing10%
    • Error creating thumbnail: File missingSlow (1.8)
    • Error creating thumbnail: File missing$1,000,000 on death
    • Error creating thumbnail: File missingBoss
    • Error creating thumbnail: File missingStun Immune
    • Ability 1 (Quaternary Rocket Pod): Shoots four rockets from its rocket pod at random towers, each applying a 18% Damage Debuff.
      • Ability 1 Cooldown: 30 seconds
    • Ability 2 (Brimstone Blaze): Sprays its mouth-embedded flamethrower in a small arc, applying an afterburn that applies a 2% Damage Debuff every 0.2 seconds for 10 seconds.
      • Ability 2 Cooldown: 35 seconds
    • Ability 3 (Suppressing Armament): Fires its miniguns while turning in an 180 degree arc, applying an instant 20% Damage Debuff for 12 seconds.
      • Ability 3 Cooldown: 20 seconds
    • Ability 4 (Corrupted Cannonade): Fires its grenade launcher 5 times, with each grenade applying a 20% Damage Debuff for 10 seconds.
      • Ability 4 Initial Cooldown:
      • Ability 4 Cooldown:
    • Ability 5 (Warmonger's Warning): Aims upwards and fires its miniguns, soon bullets rain down onto the exit, dealing 100 damage.
      • Ability 5 Cooldown: 90 seconds
    • Ability 6 (Concentrated Eradication): Fires its miniguns at the most expensive tower, applying a 1,000% Firerate Debuff every 0.05 seconds for 3 seconds. The debuff lasts for 12 seconds.
      • Ability 6 Initial Cooldown:
      • Ability 6 Cooldown:
    • Ability 7 (Holographic Aegis): Generates a forcefield, reducing all damage dealt to it by 95% for 35 seconds. Can only
      • Ability 7 Cooldown: 90 seconds
    • Ability 8 (Raucous Hallucination): The screen slowly darkens. After a while, jumpscares all players, summons 3 ---------- MK IIs around the 2/3 of the path, and disappears for 30 seconds.
      • Ability 8 Initial Cooldown: 100 seconds
  • ---------- MK II
  • Calamity
  • Robo-Xenon

Update History

[edit]
  • March 1, 2026 - v1.0.0
    • Concept created and completed.

Notes

[edit]
  1. Specifically only bypasses Stun Immunity on the Accelerator.
  2. This instantly kills the one or two tower(s) selected.
  3. This instantly kills the tower selected.
  4. This should not matter however, as the towers in the radius of this ability will instantly die.
  5. Does not have the Boss attribute when summoned by the Apex Predator.
  6. Range where it deals the longest stun is 15.
  7. Range where it deals the highest debuff is 17.5.
  8. Cannot be slowed down in any way.
  9. Black: Applies a 60% Range Debuff for 5 seconds.
    Red: 75% Damage Debuff
    Green: 3,000% Firerate Debuff