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Description

The Gunslinger is a short range tower capable of hitting multiple enemies at once. Path 1 makes it have longer range, flying detection and the ability to spawn in Mercenaries, while Path 2 increases its blast radius, burst rate, and damage, making it a good crowd control tower with the drawback of having short range.

Path Defense Piercing
X-X 0%

Appearance

The Gunslinger wears a black hat, a black suit with a belt, and wields a double barrel shotgun to attack enemies.

Lore

"The last vestiges of frontier life, the Gunslinger is generally agreed to be another militia unit akin to the Sharpshooter. Deeply unorganized, these units stray from long-range precision weapons and are biased towards closer-ranged shotguns, perhaps for their use in dealing with deadly wildlife out in remote locations. Gunslingers either live solitary or with close family and are generally agreed to not always ally with the UEC. However, both have one thing in common - stopping the aliens."

Upgrades

Path 1 (Cash 3,080)

Top Path

Shades

Increased range

Changes  
  • Range increased from 15 to 18 (+3)
$80


Gloves

Increased firerate

Changes  
  • Cooldown decreased from 2.5 to 2.2 (-0.3) (~2.27 DPS)
$200


Marksman

Increased range, grants flying detection.

Changes  
  • Damage increased from 6 to 7 (+1) (~3.18 DPS)
  • Range increased from 18 to 26 (+8)
  • Grants flying detection
$500


Reinforcements

Unit ability; call in reinforcements

Changes  
  • Reinforcements ability.
  • Damage increased from 7 to 11 (+4) (5 DPS)
  • Range increased from 26 to 28 (+2)
$2,300

Path 2 (Cash 6,920)

Bottom Path

Bigger Blast

Increased radius

Changes  
  • Radius increased from 1 enemy hit to 2 enemies hit per shot. (+1)
  • Radius range increased from 5 to 7.2. (+2.2)
$230


AP Rounds

Increased damage

Changes  
  • Damage increased from 6 to 10 (+4) (4 DPS)
$440


Quad-Barrel

Shots fire in 2 quick bursts

Changes  
  • Damage increased from 10 to 11. (+1)
  • Burst increased from 1 to 2 (8.8 DPS) (+1 Burst)
$750


Wasteland Ravager

Explosive shots are now fired. Increased damage and radius

Changes  
  • Fires explosive shots, damage increased from 11 to 30 (+19)
  • Range increased from 15 to 17 (+2)
  • Cooldown decreased from 2.5 to 2.3 (-0.2)
  • Burst increased from 2 to 3 (+1 Burst) (~39.13 DPS).
$5,500

Stats Table

Level Total Price Damage Cooldown Burst Range DPS DPS Cost Efficiency
0-0 Cash 300 6 2.5 1 15 2.4 Cash 125
1-0 Cash 380 6 2.5 1 18 2.4 Cash ~158.33
2-0 Cash 580 6 2.2 1 18 ~2.73 Cash ~212.45
2-2 Cash 1,250 10 2.2 1 18 ~4.55 Cash ~274.73
3-2 Cash 1,750 11 2.2 1 26 5 Cash 350
4-2 Cash 4,050 15 2.2 1 28 ~6.81 Cash ~594.71

Level Total Price Damage Cooldown Burst Range DPS DPS Cost Efficiency
0-0 Cash 300 6 2.5 1 15 2.4 Cash 125
0-1 Cash 530 6 2.5 1 15 2.4 Cash ~220.83
0-2 Cash 970 10 2.5 1 15 4 Cash 242.5
2-2 Cash 1,250 10 2.2 1 18 ~4.55 Cash ~274.4
2-3 Cash 2,000 11 2.2 2 18 11 Cash ~181.9
2-4 Cash 7,500 30 2 3 20 45 Cash ~166.66

Abilities

4-X
Reinforcements

Summon a Mercenary unit.

Statistics  
  • Mercenary Stats:
    • 30 Health
    • 4 Damage(16 DPS)
    • 0.25 Firerate
    • 24 Range
  • Cooldown of 40s.
  • Global cooldown of 3s.
  • Ability can be toggled to activate automatically.
$200


Comparison

4-2 Gunslinger (Cash 4,150)

15 Damage
2.2 Cooldown
1 Burst
28 Range
Shotgun Pellets
0% Defense Piercing
Reinforcements ability
Has Flying Detection

2-4 Gunslinger (Cash7,600)

30 Damage
2 Cooldown
3 Burst
20 Range
Explosive Shots
0% Defense Piercing
No Flying Detection

Skins

To see all upgrades of each skin, see the gallery page.

Name Blue Green Pink Ranger
Cost 2 2 3 11
Obtainment Colored Crate

Daily Store

Colored Crate

Daily Store

Colored Crate

Daily Store

Daily Store
Name Vampire Night Raider Jeff
Cost Ticket 70 Ticket 135 N/A
Obtainment Terror Blitz Battlepass Cold Construct 2022 Battlepass Admin Exclusive

Tactics

  • The Gunslinger is a short-range tower used by beginners in the early stages of the game, having mediocre DPS and no defense piercing.
    • Path 1 Gunslinger has flying detection and summons Mercenaries to assist, allowing for higher DPS and collision damage.
      • Spawning in several Mercenaries at short intervals is best as it allows them to survive for longer due to their combined DPS.
        • However, they're less effective on maps with multiple pathways (Canyon Crossing, Molten Cliffs, etc.), as they can only go one path.
        • They are more effective on roads with multiple turns, as this allows more time to attack enemies before they can get to Mercenaries.
      • Path 1 Gunslinger has flying detection, both on the Gunslinger itself and the Mercenaries it summons.
      • As Path 1 Gunslinger's effectiveness mostly relies on the Mercenaries it summons, it is generally not recommended to use this path on maps with multiple pathways or fewer curves.
    • Path 2 Gunslinger has a high damage output and crowd control capabilities, as well as good cost efficiency.
      • Due to Path 2 Gunslinger's short range, it is recommended to place them near loops or corners to get maximum coverage.
        • Similarly, its low range means it is more vulnerable to stuns from bosses and enemies such as Unstable.
      • While Path 2 Gunslinger cannot detect flying enemies, its explosions can hit them if another non-flying enemy is nearby.
      • Spamming Path 2 Gunslinger is a viable form of DPS.
    • Unfortunately, Gunslinger is outclassed by other beginner towers such as Crossbower and Sharpshooter due to its mediocre DPS and no defense piercing, and slowly loses use later in the game, effectively being useless in Expert Mode.
  • Placing 0-0 Gunslingers is more cost efficient than every other upgrade, but due to the nature of it having low range and low cost, be sure to have it backed up by a medium/long range tower to handle crowds.
    • This strategy can be used to defend early waves, allowing the player to save up for better towers. 3-4 Gunslingers can defend the first few waves, only needing Cash 900 to Cash 1,200
  • Gunslinger can beat Normal Mode by itself, being the cheapest Normal Mode solo alongside Sharpshooter.

Trivia

  • The description of Gunslinger used to read: "Annihilates enemies at a close range."
  • The Gunslinger is the only tower to have a proper reloading mechanic.
  • It is required to deal 50,000 damage with the Gunslinger's Mercenaries for the Recon Base's Bliss of Finality quest.
  • The Jeff skin is based off the Jeff tower from Zombie Madness, another Tower Defense game.

Update History

  • (13/3/21)
    • Added Gunslinger.
  • (17/9/21)
    • Starting cost increased from Cash 350 to Cash 380 (+Cash30).
    • 1-X cost increased from Cash 75 to Cash 80 (+Cash5).
    • 2-X cost increased from Cash 190 to Cash 200 (+Cash10).
    • 3-X cost decreased from Cash 800 to Cash 750 (-Cash50).
    • X-1 cost increased from Cash 225 to Cash 230 (+Cash5).
    • X-2 cost increased from Cash 450 to Cash 460 (+Cash10).
    • X-3 cost decreased from Cash 1,150 to Cash 1,050 (-Cash100).
    • X-4 cost decreased from Cash 4,250 to Cash 4,000 (-Cash250).
  • (29/9/21)
    • X-4 cost increased from Cash 4,000 to Cash 5,000; damage bonus increased from 12 to 16 (+Cash1,000, +4 damage).
  • (13/11/21)
    • 0-0 cooldown increased from 2.2 to 2.5 (+0.3).
    • 3-X cost decreased from Cash 750 to Cash 700, damage increased from 5 to 6 (-Cash50, +1 damage).
    • 4-X cost decreased Cash 3000 to Cash 2800, range increased from 22 to 24, damage increased from 6 to 9 now grants 40% defense piercing (-Cash200, +2 range, +3 damage).
    • X-3 cost decreased from Cash 1050 to Cash 900 (-Cash
    • X-4 cost decreased from Cash 5000 to Cash 4600, damage increased from 24 to 25, now grants 30% defense piercing (-Cash400, +1 damage).
  • (26/11/21)
    • Mercenary cost decreased from Cash 200 to Cash 150(-50), Now has flying detection.
    • X-2 damage increased from +3 to +4(+1).
    • X-3 cost decreased from Cash 900 to Cash 800(-100).
    • X-4 cost increased from Cash 4600 to Cash 5000(+400) Damage increased from +17 to +24(+7) Defense piercing increased from 30% to 40%(+10%).
  • (26/12/21)
    • 3-X cost decreased from Cash 700 to Cash 650.
    • 4-X cost decreased from Cash 2,800 to Cash 2,500, damage increased from 3 to 4.
    • X-3 cost decreased from Cash 800 to Cash 750
    • X-4 cost decreased from Cash 5,000 to Cash 4,200, damage increased from 24 to 26, cooldown increased by 0.2s.
  • (12/2/22)
    • Token Token Cost decreased from Token 800 to Token 500 (-Token300).
  • (26/12/22)
    • 0-0 damage was increased from 5 to 6 (+1).
    • Increased mercenary damage from 3 to 4 (+1).
    • X-4 price was decreased from Cash 6,500 to Cash 5,500 (-1,000).
    • X-4 range was increased from 15 to 17 (+2).
  • (27/12/22)
    • X-4 Damage decreased from 63 to 43 (-20).
  • (29/12/22)
    • X-4 Damage decreased from 43 to 33 (-10).
  • (30/03/25)
    • Added lore description.
    • Now grants flying detection at 3-X
    • X-4 now fires in 3 bursts instead of 2 bursts (+1).
    • The mercenary unit is visually invisible when using skins.



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