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Retro Tower Defense

Damage calculator

Tower
Upgrade level
Snowman IV
1 × level 5
Time to kill 100,000 HP
333s300 damage a second
Damage a hit75
Cooldown0.25s
Range16
Attack damage a second300
This upgrade costs13,500

How the numbers are worked out

Every level comes from the tower's upgrade list in the game files, merged the way the game merges them, so a level shows what the tower has once you've bought it. A trait changes those numbers with the same rule the game uses: its multipliers apply to the tower and to its abilities, and the cost goes up with Twinning, Overclocked and Tycoon Monopoly. These match the game's own trait function on every tower and trait combination.

Blast radius and extra targets are shown but not multiplied in, since how many enemies stand in the blast depends on the map. For every tower's full upgrade table see the towers table, and for each trait's roll chance the traits page.

Questions

Which trait gives the most damage?

For most attackers, Overclocked: 40% shorter cooldown for 10% less damage works out to 1.5x damage a second. On Snowman IV that's 300 to 450. Deadeye adds 30% damage and 40% range for a 15% longer cooldown, about 1.13x (339), and Tank is 1.25x.

Why can't I pick some traits?

Each trait only rolls on towers with the stat it changes. Danger Close needs a blast radius, Extended Mag needs ammo, Twinning only goes on Heroic towers and Deadeye only on towers placed on the ground. The list shows the traits the tower you picked can actually get.

How is damage a second worked out?

Damage divided by cooldown. For towers with a magazine the reload is spread over the magazine, so a Gunner's number is what it keeps up, not its burst. Damaging abilities count as damage divided by cooldown, as if used every time they're ready. Several placed copies add up.

Retro Tower Defense