User blog:TDSSucksMan/Windmill T.C.

"Bright sunny day outside! Wields a fan that knocks back enemies while also dealing damage."
―Store Description

Description

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The Windmill is an Intermediate tower that costs   3,750 to unlock.

The Windmill has an electrical fan from Level 0–4, which it uses to knock back enemies. There is a meter once it starts attacking of how long it will attack for. The meter will go down by 1 every tick of the firerate, an example being at Level 0, the meter will go down 1 number every 0.35 seconds, which is its firerate. Once the meter runs out, the Windmill will begin to recharge the fan. This will immobilize it and stop it from attacking for a huge amount of time. Its fan knocks back enemies by sending them backwards (just like an actual fan would), and it stops knocking back enemies once it has to recharge. The Windmill instead starts to slow down enemies at Level 5, as it becomes a giant windmill. This windmill has a slow down per tick of 2.5%, the max slowdown being 75%. The knock back and the slow down can affect No Stun enemies, but not Boss enemies.

Upgrades

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Quicker Timing
Level 1 • Cost: Quicker Timing -  $1,200

+2 Damage  

0.35 > 0.3 Tick  

+5 Windmill Meter  

-1 Reload Time  

+0.5 Knockback  

 
Straight to the Points
Level 2 • Cost: Straight to the Points -  $4,000

+3 Damage  

+15 Windmill Meter  

-1 Reload Time  

+0.5 Knockback  

 
Extended Battery Pack
Level 3 • Cost: Extended Battery Pack -  $7,500

+8 Damage  

0.3 > 0.25 Tick  

+25 Windmill Meter  

-0.5 Reload Time  

+2 Knockback  

+2 Max Hits

+0.5 Range  

 
Windmill Catastrophe
Level 4 • Cost: Windmill Catastrophe -  $13,675

+6 Damage  

0.25 > 0.2 Tick  

+15 Windmill Meter  

-5.75 Reload Time  

+2.5 Knockback  

+3 Max Hits

+2.5 Range  

 
Queen of Fans
Level 5 • Cost: Queen of Fans -  $45,000

-8 Damage  

0.2 > 0.15 Tick  

-40 Windmill Meter  

-1.75 Reload Time  

-7.5 Knockback  

+2.5% Slowdown Per Tick  

+75% Max Slowdown  

+2 Range  

 

Stats Table

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Level Total Price Damage Tick Windmill Meter Reload Time Knockback Per Tick Slowdown Per Tick Max Slowdown Max Hits Range DPS[4] Cost Efficiency
0  $1,350 1 0.35 20 10s 2.5 N/A N/A 5 7 0.70  $1928.57
1  $2,550 3 0.3 25 9s 2.5 N/A N/A 5 7 2.50  $1020.00
2  $6,550 6 0.3 40 8s 3 N/A N/A 5 7 4  $1637.50
3  $14,050 14 0.25 65 7.5s 5 N/A N/A 7 7.5 7.51  $1870.84
4  $27,725 20 0.2 25 1.75s 7.5 N/A N/A 10 10 12.50  $1124.00
5  $72,725 12 0.15 N/A N/A N/A 2.5% 75% 10 12 80  $909.06

Trivia

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  • This tower was actually thought of as a concept around 1-2 years ago, but did not get stats, models, or much of anything until September 24th.
  • The creator tried to calculate the DPS different ways, but couldn't find the correct way to do it.
    • Instead, they just chose to calculate DPS to how the Accelerator's DPS is calculated.

Update History

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  • September 24, 2025 - W.I.P.
    • Concept created.
  • September 25, 2025 - v0.1.0
    • Statistical changes before releasing:
      • Can now hit and knockback Hidden enemies, knockback Lead enemies, and hit Flying enemies, all indirectly.
      • Stun Immunity added, exclusive to Level 5 only.
      • Freeze Immunity added, exclusive to Level 5 only.
      • Placement footprint increased from Large (2) to Very Large (2.25).
      • Boss slowdown decreased from 17.5% to 12.5%.
  • September 26, 2025 - v0.2.2
    • Statistical changes before releasing:
      • Placement footprint slightly increased from 2.25 to 2.5.
      • Can no longer slow down Boss enemies by any percentage.
      • Can no longer be placed on cliffs.
      • Now has a placement limit of  2.
      • Base
        • Range decreased from 7.5 to 7.
      • Level 1
        • Range decreased from 10 to 7.
      • Level 2
        • Range decreased from 10 to 7.
      • Level 3
        • Range decreased from 11 to 7.5.
      • Level 4
        • Range decreased from 12.5 to 10.
      • Level 5
        • Range decreased from 15 to 12.
  • September 26, 2025 - v1.0.0
    • Concept completed.

Notes

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  1. Can indirectly damage and knockback.
  2. Can indirectly knockback.
  3. Can indirectly damage starting from Level 5.
  4. DPS from Levels 0–4 is calculated as Windmill Meter ÷ (Reload Time + [Windmill Meter ÷ Damage × Tick]).