Tower Defense Simulator Fanmade Content Wiki

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Tower Defense Simulator Fanmade Content Wiki
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"Trained in elite mercenary tactics and skills, this elite soldier is great at taking down zombies and supporting allies."
―Store Description

Description[]

The Mercenary is a ground tower that fires in bursts. It can be purchased in the store for 3,500 coins.

The Mercenary fires in bursts, with a short delay between each burst which decreases within upgrades. The number of bullets fired per burst also increases from 5 (at Level 0) to 10 (at Level 4). It is a fairly cheap tower for its DPS, making it recommended for use in earlier waves. It gains hidden detection at Level 2, so it is an effective counter against hidden enemies.

Due to its relatively cheap price and decent DPS, the Mercenary is considered an overall early to mid-game tower.

Upgrades[]

Level 1 - Bigger Rifle - $450[]

  • +1 range
  • +1 damage
  • 3 > 5 Burst Count

Sell price changes to $525

Level 2 - Radio Comns - $1,950[]

  • +3 range
  • +Hidden Detection
  • +Intel Equipment Ability

Sell price changes to $1,500

Level 3 - Mercenary Training - $4,100[]

  • +1 damage
  • 0.158 > 0.108 firerate
  • 5 > 7 Burst Count
  • 0.64 > 0.42 Burst Cooldown

Sell price changes to $3,550

Level 4 - Elite Fighter - $10,300[]

  • +2 range
  • +3 damage
  • 7 > 10 Burst Count

Sell price changes to $8,700

Stats Table[]

Level Total Price Damage Burst Count Firerate Burst Cooldown Range DPS
0 $1,000 2 3 0.158 0.64 14 5.38
1 $1,450 3 5 0.158 0.64 15 10.48
2 $3,400 3 5 0.158 0.64 18 10.48
3 $7,500 4 7 0.108 0.42 18 23.80
4 $17,800 7 10 0.108 0.42 20 46.66


Ability[]

Intel Equipment[]

  • Level 2+
  • 45s cooldown
  • Reveals any an all hidden enemies within the Mercenary's range, allowing all towers (even those who do not have Hidden Detection) to attack them. Lasts for 15 seconds.

Strategy[]

  • The Mercenary is an effective early-game tower at Level 2, having high DPS, decent range and Hidden Detection for a cheap price.
    • By mid-game, you should get multiple Level 3-4 Mercenaries, as they can effectively kill enemies that appear there, such as the Dark Necromancer or Giant Boss.
      • It should not be relied in late-game if you have better towers, and can be replaced by towers like the Juggernaut or Infiltrator.
  • Compared to other burst towers, such as the Golden Soldier and the Toxic Gunner, the Mercenary is a general improvement over them, as it has a decently large range, good max-level DPS and has a support ability as well.
  • The Mercenary's ability - Intel Equipment - is useful for towers that do not gain Hidden Detection at any level (such as the Alchemist and the Ranger), as it reveals any and all hidden enemies within the Mercenary's range for 15 seconds.
    • Unlike the Astronaut's Stim Beacon ability and the Ace Pilot's Level 4+ passive ability, the Mercenary's Intel Equipment ability allows for units that do not gain Hidden Detection (such as the Military Base's and Crook Boss's units) to detect hidden enemies, as they are no longer hidden for 15 seconds.
  • Due to the cost-efficient price of the Level 3 Mercenary, you should try to get as many of them as soon you can, because multiple Level 3 Mercenaries can hold off strong enemies, such as the Necromancer and Molten, quite effectively.
    • Using economy towers during early game, such as the Farm and the War Factory, can help you achieve this goal easily.
  • The Mercenary is able to change targets between bursts if another enemy enters its range.
    • This avoids the need to swap targeting from time to time.

Lore[]

The Mercenaries were special infantry units who served in the Apocalypse Resistance military during the decade-long Undead War. These troops, along with the Crook Boss, Cowboy and the Raid Captain, actually came from the Blackstar Syndicate crime organization. They were recruited by the Apocalypse Resistance near the end of the fourth year in the War, in exchange for knocking many years off the criminals' sentence. The Mercenaries were well-equipped with powerful burst assault rifles, along with tough yet light armor. They were also effective at holding off intense hordes of zombies and could aid in taking down powerful minor bosses, such as Slow Bosses and Hidden Bosses. They were often deployed in garrisons in order to commence quick yet successful skirmishes and assist in major battles. They were also usually seen in combat against the Normal and Molten Armies. They were a part of the Final Battle of Earth and contributed in taking down numerous minor bosses, along with supporting fellow soldiers against overwhelming hordes of zombies. After the War, some Mercenaries sneakily returned to the Blackstar Syndicate, while others honored the deal by turning themselves in.

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