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"A generalist rifle-wielder."
- Store Description (removed)

"The master of rifles and flames. An adaptive."
- Former Store Description

Description

The Sharpshooter is a very cost-efficient DPS tower, being able to solo Normal mode with ease. Path 2 upgrades allow it to throw a Molotov and have it shoot bullets with burn damage to multiple enemies, while Path 1 upgrades allow it to deal high amounts of DPS at a moderate cost.

Path Defense Piercing
3-X 50%
4-X 120%
X-3 100%
X-4 130%

Appearance

The Sharpshooter has black shoes, pale yellow colored skin, a dark brown cap, and a dark brown shirt with sleeves. It wields a Dragunov SVD as its weapon to damage enemies.

Lore

"When the cities were ravaged by spores and the infected alien-sympathizing population, many began to grab ahold of as many weapons as they can. As one such example, the Sharpshooter is a militia-type unit that is notably related to the civilian population, similarly to the Crossbower and Gunslinger. Due to their lack of allegiance to the UEC, Sharpshooters often work on their own terms. However, similarly to most Gunslingers being classified by their use of a shotgun, these Sharpshooters are classified by their usage of medium-range rifles. Some have even managed to get ahold of various contraband pre-war weaponry. It is notable that some Sharpshooters in civil service, such as in firefighting, take advantage of their equipment and engulf the aliens in flames. Otherwise, lead and molotovs are often the way to go."

Upgrades

Path 1 (Cash 8,450)

Top Path

Training

Increased damage

Changes  

Damage increased by 2 (2 → 4) (4 DPS)

$400


Precise Aiming

Grants flying detection

Changes  

Grants Flying Detection
Range increased by 3 (28 → 31)

$300


Rifle Mastery

Most stats are increased.

Changes  

Damage increased by 4 (4 → 8)
Cooldown decreased by 0.3 (1 → 0.7) (11.4 DPS)
Molotov Throw Interval decreased by 3 (6 → 3)
Grants Defense Piercing by 50% (0% → 50%)

$1,150


True Survivalist

Increased damage and firerate

Changes  

Damage increased by 2 (8 → 10)
Cooldown decreased by 0.5 (0.7 → 0.2) (50 DPS)
Range increased by 1 (31 → 32)
Defense Piercing increased by 70% (50% → 120%)

$6,000

Path 2 (Cash 5,200)

Bottom Path

Molotov

Fires a molotov every few seconds. Ignites enemies in range.

Changes  

Throws a Molotov every 6 seconds that deals 1 damage every 0.5 seconds for 1.5 seconds.
Molotov does not hinder gun DPS and throwing animation is purely visual.
The molotov sets enemies on fire. Damage does not stack on enemies that are already being affected.
Defense does not affect fire damage.
Has Defense Piercing of 100%(only fire damage)
Enemies with fire immunity will not be affected for obvious reasons.

$450


Wall of Flames

Molotov leaves behind a wall of flames

Changes  

Molotov now leaves fire on path for 2 seconds.

$500


Flaming Bullets

Damage increased and bullets now cause fire damage

Changes  

Bullets can now ignite enemies.
Damage increased by 4 (2 → 6)
Grants Defense Piercing by 100% (0% → 100%)
Burn Damage increased by 1 (1 → 2) (10 DPS)
Molotov Throw Interval decreased by 3 (6 → 3)

$1,250


Superhot Gun

Damage increased even more.

Changes  

Damage increased by 8 (6 → 14)
Burn Damage by 5 (2 → 7) (28 DPS)
Burn Duration increased by 2.5 (1.5 → 4)
Range increased by 2 (28 → 30)
Defense Piercing increased by 30% (100% → 130%)

$3,000

Stats Table

Level[1] Total Price Damage Cooldown Range DPS DPS Cost Efficiency
0-0 Cash 600 2 1 28 2 Cash 300
1-0 Cash 1000 4 1 28 4 Cash 250
2-0 Cash 1,300 4 1 31 4 Cash 325
3-0 Cash 2,450 8 0.7 31 ~11.43 Cash ~214.34
4-0 Cash 8,450 10 0.2 32 50 Cash 169

Level Total Price Damage Cooldown Range Burn DPS[2] DPS[3] DPS Cost Efficiency
0-0 Cash 600 2 1 28 N/A 2 Cash 300
0-1 Cash 1,050 2 1 28 2 (0.5) 2.5 Cash 420
0-2 Cash 1,550 2 1 28 2 (0.5) 2.5 Cash 620
2-2 Cash 2,250 4 1 31 2 (0.5) 4.5 Cash 500
2-3[4] Cash 3,500 8 1 31 4 (~1.33) 12 Cash ~291.67
2-4 Cash 6,500 16 1 33 14* 30 Cash ~216.67

Comparison

4-0 Sharpshooter (Cash 8450)

10 Damage
0.2s Cooldown
32 Range
120% Defense Piercing
2 Burn DPS

2-4 Sharpshooter (Cash 6,500)

16 Damage
1s Cooldown
33 Range
130% Defense Piercing
100% Fire Defense Piercing
14 Burn DPS

Skins

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

Name Blue Soviet Rebel Flame Menance
Cost 3 8 28 Ticket 185
Obtainment Colored Crate

Daily Store

Daily Store Daily Store Terror Blitz Battlepass

Tactics

  • It is highly recommended to purchase this tower first as Sharpshooter is used in several grinding strategies to progress faster.
  • Sharpshooter is an all-rounded tower that can be used in early-game and up until late-game, having cheap flying detection and 100% or more defense piercing in later levels.
    • Path 1 Sharpshooter focuses on pure DPS, having fast firerate for a decent cost.
      • Spamming Path 1 Sharpshooter can be used as a main DPS; however, it is less viable in Expert Mode due to its low DPS compared to other towers.
      • Generally, it is not recommended to purchase the X-1 and/or X-2 upgrade when using Path 1 Sharpshooter as burn damage does not stack and can disrupt fire DPS from Path 2 Sharpshooter.
      • Bugler is recommended as it can increase Path 1 Sharpshooter's damage, boosting its DPS.
    • Path 2 Sharpshooter can do fire damage, allowing it to deal strong burn damage on enemies, as well as some crowd control capabilities.
      • For early game, it is recommended to get 2-3 Sharpshooter due to its cheap price and strong burn DPS.
      • As burn damage does not stack with each other, it is generally recommended to avoid getting more than one Path 2 Sharpshooter.
      • Due to Path 2 Sharpshooter's comparatively slow firerate, Bugler can boost its firerate, allowing it to apply burn damage at a faster rate.
    • As Sharpshooter has cheap flying detection at 2-X, it can be used as a counter to flying enemies in early game, such as the Winged.
    • However, Sharpshooter gets outclassed by other towers such as Sniper in harder gamemodes, specifically Expert Mode, due to its comparatively low DPS in late-game.
      • Though, Sharpshooter can still be used as a sub-DPS and its defense piercing can be useful.

Trivia

  • Weirdly, the X-1+ Sharpshooter throws a stun grenade rather than a Molotov.
  • Sharpshooter is often compared to Sniper, as both towers perform similar purposes as all-rounded towers, with Sharpshooter providing higher firerate, defense piercing and being more cost efficient, while Sniper has higher range, damage output and more late-game potential.

Update History

  • (12/3/21)
    • Added Sharpshooter.
  • (14/3/21)
    • Path 1 nerfed slightly.
    • Path 2 buffed.
  • (18/3/21)
    • Path 1 nerfed.
    • Path 2 price decreased slightly.
  • (19/3/21)
    • X-4 cooldown buffed.
    • Red skin was added. (Obtained via Colored Crates).
  • (25/4/21)
    • Sharpshooter's fire has broken.
  • (27/9/21)
    • Sharpshooter's fire is fixed.
    • 3-X cost decreased from Cash 1,850 to Cash 1,800 (-Cash50).
    • 4-X cost decreased from Cash 6,750 to Cash 6,500 (-Cash250).
    • Base range decreased from 32 to 28 (-4).
  • (29/9/21)
    • 3-X now has 50% defense piercing.
    • 4-X now has 100% defense piercing.
  • (22/10/21)
    • 2-X cost decreased from Cash 340 to Cash 280 and now increases range by 3 (-Cash60, +3 range).
    • 4-X:
      • Cost decreased from Cash 6,500 to Cash 6,200, Cooldown decreased from 0.3 to 0.2, Damage increased from 9 to 10, DPS increased from 30 to 50. (-Cash200, -0.1 cooldown, +1 damage, +20 DPS).
    • X-2 cost decreased from Cash 600 to Cash 400 (-Cash200).
    • X-3 cost decreased from Cash 1,150 to Cash 1,100 (-Cash50).
  • (23/10/21)
    • 3-X no longer gives range upgrades (-2 range).
    • 4-X cost increased from Cash 6,200 to Cash 6,600 (+Cash400).
    • 4-X decreases Sharpshooter range from 31 to 26 (-5 range).
  • (13/11/21)
    • Token cost increased from Token 900 to Token 1,300 (Token+400)
    • 2-X cost increased from Cash 280 to Cash 300 (Cash+20).
    • 3-X cost decreased from Cash 1,800 to Cash 1,650 (Cash -150).
    • 4-X cost decreased from Cash 6,600 to Cash 6,500 (Cash -100), range decrease reduced from -5 to -3 (+2), Defense piercing reduced from 100% to 70% (-30%).
    • X-1 cost decreased from Cash 500 to Cash 450 (Cash -50). Molotov cooldown increased from 3 to 6 (+3).
    • X-3 cost decreased from Cash 1,100 to Cash 1,000 (Cash -100).
    • X-4 damage increased from 14 to 15 (+1), range now increases by 2(+2). Now grants 50% defense piercing (+50%).
  • (17/12/22)
    • 1-X cost decreased from Cash 400 to Cash 180 (Cash -220).
    • 1-X damage decreased from 4 to 3 (-1).
    • 3-x cost decreased from Cash 1,650 to Cash 1,250 (Cash -400).
    • 3-X damage increased from 6 to 7 (+1).
    • 4-X cost decreased from Cash 6,500 to Cash 6,000 (Cash -500).
    • 4-X damage decreased from 10 to 9 (-1).
    • X-2 cost increased from Cash 400 to Cash 500 (Cash +100).
    • X-3 cost increased from Cash 1,000 to Cash 1,250 (Cash +250).
    • X-4 cost decreased from Cash 3,250 to Cash 3,000 (Cash -250).
    • X-4 damage decreased 15 to 14 (-1).
  • (26/12/22)
    • 3-x cost decreased from Cash 1,250 to Cash 1,150 (Cash -100).
  • (30/03/25)
    • 1-X cost increased from Cash 180 to Cash 400 (Cash +220).
    • 1-X damage increased 3 to 4 (+1).
    • X-3 Grants defense piercing of 100% from 0% to 100%.
    • X-4 Defense piercing decreased from 50% to 30%.
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DelinquentConscript

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Removed

DelinquentConscript


  1. Cross-pathing on Top Path/Path 1 has been excluded from the list, as without them the tower is more cost efficient (Molotov dmg does not stack)
  2. Counts both default afterburn DPS and it's constant usage. The burn DPS only counts if it's constantly used by the tower and hits one enemy.
    Constant Burn DPS is calculated as: Damage ÷ Cooldown × Afterburn lifespan ÷ Molotov interval. Finding formulas for the Burn DPS are located in Upgrades section.
  3. DPS is calculated as: Main DPS + Constant Burn DPS
  4. Rifle can automatically apply afterburn effect, providing Sharpshooter to use standard burn DPS.