Cyber Mercenary Concept

- Provides supportive damage, calls in airstrikes and deploys gunner robots! What a unit!
- ―Inventory Description
Description
The Cyber Mercenary is a hardcore offence and defence based tower that utilises three attack methods to deal damage: single-target, airstrikes and Gunbot units. It only directly attacks enemies between Levels 0-1, unlocks airstrikes at Level 2 and unlocks Gunbots at Level 3. The Cyber Mercenary has two upgrade paths for Level 4. It can be bought from the store for
The Cyber Mercenary has a damage threshold to call in airstrikes when attacking. This threshold can only be met via direct damage from the tower; Gunbot attacks don’t count towards the damage threshold. Gunbots are placed via an ability that costs cash, unlocked at Level 3.
The Cyber Mercenary’s dual paths for Level 4 have two different specialities. Path A focuses on raw damage and some damage from airstrikes and Gunbots, whereas Path B focuses on airstrikes and Gunbots, able to deal more damage if enough Gunbots are placed.
The Cyber Mercenary can be considered a late game tower due to its expensive placement cost and upgrades as well as having a very high DPS.
The Cyber Mercenary has a placement limit of 2 per player.
Upgrades
Ability
Stats Table
NOTE: Stats tables in TinyGhostGamer87’s blogs don’t consider the Firerate Bug and so will display a less accurate depiction of what stats like Firerate and DPS would be. The formula for Max DPS is DPS + Airstrike DPS + (Gunbot DPS x (Gunbot Lifespan / 15)). Cost efficiency uses Max DPS in the calculation. The formula for Airstrike DPS is (Airstrike Damage x Airstrike Missile Count) / (Damage Threshold / DPS).
| Level | Total Price | Damage | Firerate | Range | Airstrike Damage | Airstrike Missile Count | Airstrike Explosion Radius | Damage Threshold | DPS | Airstrike DPS | Combined DPS | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 0 | 5 | 0.15 | 15 | N/A | N/A | N/A | N/A | 33.33 | N/A | 33.33 | ||
| 1 | 8 | 0.15 | 15 | N/A | N/A | N/A | N/A | 53.33 | N/A | 53.33 | ||
| 2 | 12 | 0.12 | 18.5 | 30 | 4 | 4.5 | 450 | 100 | 26.67 | 126.67 | ||
| 3 | 16 | 0.11 | 20 | 40 | 5 | 5.5 | 450 | 145.45 | 64.64 | 347.23 |
| Level | Total Price | Damage | Firerate | Range | Airstrike Damage | Airstrike Missile Count | Airstrike Explosion Radius | Damage Threshold | DPS | Airstrike DPS | Combined DPS | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 35 | 0.1 | 24 | 55 | 4 | 5.5 | 1,250 | 350 | 61.6 | 594.46 |
| Level | Total Price | Damage | Firerate | Range | Airstrike Damage | Airstrike Missile Count | Airstrike Explosion Radius | Damage Threshold | DPS | Airstrike DPS | Combined DPS | Cost Efficiency |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 20 | 0.18 | 22.5 | 65 | 6 | 7.5 | 525 | 111.11 | 85.57 | 638.1 |
| Level | Deployment/Ability Cost | Health | Damage | Firerate | Range | Lifespan | DPS |
|---|---|---|---|---|---|---|---|
| 3 | 6,000 | 12 | 0.35 | 18 | 60 | 34.27 | |
| 4A | 6,000 | 16 | 0.35 | 20 | 60 | 45.71 | |
| 4B | 6,000 | 16 | 0.18 | 22 | 75 | 88.89 |
Strategy
- The Cyber Mercenary is very cost efficient overall, having a better cost efficiency through Levels 0-3.
- The Cyber Mercenary’s most cost efficient level without Gunbots included is Level 2.
- The most cost efficient level with Gunbots is Level 3, so you can upgrade both Cyber Mercenaries to Level 2 and then Level 3 when you’re ready to invest into Gunbots for cost efficiency. Do note that you need to constantly pay cash and micromanage for consistency.
- The Cyber Mercenary’s airstrikes are useful for some crowd control potential, however, they aren’t to be relied on as their DPS isn’t very high.
- The Gunbot units have an extremely high amount of health, clocking in at 6,000. This means it can withstand most enemy attacks, especially ones that usually kill units, such as the Void Reaver’s Void Stomp attack.
- However, some attacks, like Patient Zero’s Mustard Gas, may deal enough damage to kill a Gunbot.
- The Cyber Mercenary works well in a loadout with the Cowboy and Golden Cowboy towers.
- The (Golden) Cowboy can be used as an early game attacker that supplies cash to afford the Cyber Mercenary’s Gunbots in earlier stages of the round.
- The Cyber Mercenary also synergises with the Farm in that it can help with affording Gunbots, but do be aware that the Farm cannot directly attack enemies; it requires the Harvester to deal damage.
- Since Gunbots are units, they are unaffected by status effects, which can be useful for resisting debuffs applied by enemies but disadvantageous as it cannot be boosted by buffs.
- Since Level 4A of the Cyber Mercenary focuses on raw DPS and costs more, it’s generally a more desirable option for receiving boosts than Level 4B, which deals less raw damage and mostly relies on Gunbots for DPS.
If you have more ideas for this tower’s use cases to add to the Strategy section, feel free to ask me!
Trivia
- If the Cyber Mercenary were to be added, it would be the tower with the second highest gem cost, the first highest being the Hacker.
- It would also be the tower with the third highest non-discounted gamepass cost, second being the Gatling Gun and first also being Hacker.
- The Cyber Mercenary is the first tower blog (and TinyGhostGamer87 blog in general) to use a more ‘wiki-traditional’ and structured layout of bullet points (notice the inclusion of white bullet points).
- The Cyber Mercenary was originally going to be weaker with a placement limit of 3. However, this was changed to 2 as the concept was written as a blog because the Turret also has a placement limit of 3 and TinyGhostGamer87 wanted to differentiate the towers a bit more.
Update History
- 14-16(?) March 2026 (i can’t even keep track of dates lol) - Concept created but unfinished.
- 26 March 2026 - Concept completed.
- 27 March 2026 - Fixed the first mention of the Cyber Mercenary in the Strategy section not being in bold.
- 28 March 2026 - Adjusted the looks of the top of the article. The blog post is now in the blog posts category.