How Far Can Each TDS Tower Get in The Hex-Scape Event?

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reminder to like and subscribe

it took alot of locking in to make this video
day 1 - stream, 7 hours
day 2 - script, voiceover, clipping voiceover together, 7 hours
day 3 - editing, 8 hours

DanksPlatter
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1:52

What has demoman done to you 😭

Min-nsuj
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Ngl it’s so sad that most of the event towers suck when they used to be good.

Sturmtiger-bh
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In the realm of Tower Defense Simulator (TDS), players are often tasked with strategically deploying various units to fend off waves of enemies. Among the many options available, two of the most prominent units are the Golden Minigunner and the Golden Scout. While both units have their merits, a closer examination reveals that the Golden Minigunner is the superior choice for players looking to optimize their defenses. This essay will explore the various attributes and advantages of the Golden Minigunner over the Golden Scout, including damage output, range, versatility, and overall effectiveness in different game scenarios.

Damage Output
One of the most critical factors in determining the effectiveness of any tower in TDS is its damage output. The Golden Minigunner excels in this aspect, boasting a higher damage per second (DPS) than the Golden Scout. While the Golden Scout may have a respectable rate of fire, it simply cannot match the sheer volume of bullets unleashed by the Golden Minigunner. With its rapid-fire capability, the Minigunner can decimate large waves of enemies, particularly when facing fast-moving foes. This high DPS not only makes it more efficient at eliminating individual enemies but also helps in crowd control situations where multiple enemies are approaching simultaneously.

Moreover, the Golden Minigunner's ability to upgrade allows it to further increase its damage potential. Players can invest in upgrades that enhance both the damage and range of the Minigunner, making it an even more formidable unit as the game progresses. In contrast, while the Golden Scout offers some upgrades, its overall damage output remains significantly lower than that of the Minigunner. This discrepancy makes the Minigunner a more appealing choice for players who prioritize damage efficiency and effectiveness in handling various enemy types.

Range and Coverage
Another crucial factor in evaluating the effectiveness of defensive units in TDS is their range and coverage on the battlefield. The Golden Minigunner possesses a superior range compared to the Golden Scout. This extended range allows the Minigunner to engage enemies from a greater distance, effectively covering more ground and preventing enemies from reaching the player’s defenses. The ability to target enemies earlier in their approach gives the Minigunner a strategic advantage, allowing it to weaken or eliminate threats before they can inflict damage on the player’s base.

Furthermore, the Minigunner’s broader coverage area enables it to handle multiple lanes of enemies simultaneously. In contrast, the Golden Scout, while capable of attacking multiple enemies, does so at a much shorter range, limiting its effectiveness against clustered groups of enemies. This limitation can lead to scenarios where enemies breach the defenses due to inadequate firepower, a situation that is far less likely when employing the Golden Minigunner. The combination of superior range and area coverage makes the Minigunner a crucial asset in high-stakes situations where multiple enemy waves converge.

Versatility and Adaptability
Versatility is another key aspect that sets the Golden Minigunner apart from the Golden Scout. In TDS, players face various enemy types, each with unique attributes, such as speed, health, and special abilities. The Golden Minigunner is better equipped to handle diverse threats due to its rapid-fire capabilities and high damage output. Whether facing armored units, flying enemies, or fast-moving adversaries, the Minigunner can adapt its strategy accordingly.

In contrast, the Golden Scout, while useful in the early game for dealing with weaker enemies, often struggles against more powerful foes. Its lower DPS and range may leave players vulnerable during crucial stages of the game when stronger enemies begin to emerge. The Minigunner’s ability to consistently deal high damage ensures that players can maintain control over the battlefield, regardless of the enemy composition. This adaptability makes the Golden Minigunner a more reliable choice for players looking to create a balanced and effective defense.

Cost Efficiency
When evaluating units in TDS, cost efficiency is a significant consideration. The Golden Minigunner, while more expensive to deploy than the Golden Scout, offers a far greater return on investment. Given its higher damage output and versatility, players will find that the Minigunner pays off quickly by eliminating threats that the Scout may struggle against. In high-pressure scenarios, the Minigunner can save players from overwhelming enemy waves, potentially preventing costly defeats.

Moreover, the Minigunner's upgrades provide additional value over time. Investing in upgrades enhances its performance, allowing it to keep pace with increasingly difficult levels. This scalability is essential in TDS, where enemy difficulty escalates rapidly as players progress through the game. The Golden Scout, while a cost-effective option in the early game, tends to fall off in utility as stronger enemies are introduced. This makes the Golden Minigunner not only a better initial investment but also a more sustainable choice for long-term success.

Conclusion
In conclusion, while both the Golden Minigunner and Golden Scout have their respective roles within Tower Defense Simulator, the Golden Minigunner emerges as the superior choice for players seeking to optimize their defenses. With its higher damage output, greater range, versatility against various enemy types, and overall cost efficiency, the Minigunner stands out as a more effective unit in handling the diverse challenges that players encounter. As TDS continues to evolve and present players with increasingly difficult scenarios, the importance of having robust and adaptable defense strategies cannot be overstated. By choosing the Golden Minigunner, players can ensure a higher likelihood of success in their tower defense endeavors, making it an indispensable asset in any player's arsenal.

tooque
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10:00 reason why merc base is ranked lower than electroshocker is because its a level tower. If you look at the left, you can see the rest of the level towers. Reason being is that level towers are "free" in terms of achieving so they are automatically sent to the left of the shop order.

anonymous_
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Here is coming my 1000-word essay. First of all, let's speak about the Commando. Commando was achieved during the Area 51 event. It used to be really good, but then Below threw it into a black hole never to be seen again. This is depressing, because Commando had some cool abilities, but now he is felt really forgotten. I hope at least developers would consider bringing him back or giving him at least a buff.
Now let's do, idk, Slasher. Slasher used to have the same story, but it actually got better. I really think that if you played it better with Slasher, you could have gotten further. Instead of getting lower-level Slashers, get higher-level ones. I know they made Night 2 give you less than minimum wage, but at least try your best. I believe the key is to strategize and use the higher level Slashers effectively.
Next is Elf Camp. I think you could have won it if you had played it better, going for level 3's for the Bomber Elves. As a matter of fact, I really think it's possible to get max level Elf Camps and you might get past the Wave 7 Scout barrier; it just takes some planning and patience to manage your resources.
Now, let's do Frost Blaster and Necromancer side by side in one. First of all, during the last Christmas event, they made Frost Blaster really OP. I saw in that video that you got really bad value Frost Blasters, and the same goes for Necromancer. Although, there isn't any excuse for Necromancer because of its DPS-like parents-non-existent. It's hard to believe how a character can be that weak when others are so strong.
Gladiator too, super cheap to spam, does insane DPS . Im pretty sure its possible to get a few maxxed gladiators which is a GAME CHANGER. like it does 100 dps and if you spam idk 15 of them, along with a few low level galdiators, you can dish out some SERIOUS dps. also not to forget, it has the warriors call ability. i think it does like 45% more fireate which can make a huge difference if you are trying to get furthr. So i think gladiator is just atleast a bit better then scout. You just spammed level 0s and 1s; that is why it did so poorly. In that situation, I would recommend going for level 4's, since they do good damage and aren't too expensive; the higher-level units you invest in, the huge difference you will notice in your gameplay. Now let's get to Cryomancer. Again, the same thing with all of them-cheap, with good DPS. Seriously getting to level 4, where it's actually goated, is pretty easy. I once used only a Cryomancer and a regular Cowboy and got to Wave 13, breaking the Wave 7 barrier. Just saying, I did use Normal Cowboy, but I spammed level 3's, which I then realized are very bad value. I think Cryomancer would be able to break the Wave 7 barrier with Scout. On to Swarmer, think getting lower levels would be better since, yeah, they have trash fire rate, but as it goes: Strength in Numbers! ???? Anyway, I think you would be able to get to idk Wave 10-ish with it, again breaking the Wave 7 barrier. Now let's bring in Sledger. Sledger does a lot of damage and can freeze enemies; it's perfect for stopping them in their tracks and giving you total control over the battlefield. If one pairs Sledger with high DPS-dealing characters, a really strong combo that dominates waves can be created. I feel that Sledger is very handy, particularly in later waves when the enemy starts to get tougher and freezing them buys you some time to clear them off before they overwhelm you. Then there is Toxic Gunner: the damage this character does is out of this world, as it slows enemies while at the same time dealing damage over time. Toxic Gunner is the best choice if one wants to wear out the enemies while keeping them at bay. I have seen players effectively use Toxic Gunner in crowded maps where his poison effects can reach several enemies at once. This character is all about strategy; you have to place him at the right spot so that he may work to the fullest of his potential. Paired with crowd-control characters, you are basically unstoppable.
Finally, Executioner is excellent for crowds and has flying detection, adding to his uniqueness. Executioner can handle waves where there are a lot of enemies, especially when they come in big groups. He's super useful against flying enemies that can be such a big pain if you do not have the right counters. I believe that Executioner, combined with other characters like Toxic Gunner or Sledger, can become unbeatable. Having a big variety of characters helps to cover every aspect and be able to overcome any kind of situation.
So, all characters have their positive and negative sides. Knowing the proper use makes a whole lot of difference in game-playing. Everything from Commando to Executioner requires an adaptation for strategy regarding the situation one is in. Characters like Sledger and Toxic Gunner can help you control the battlefield, while Executioner shines brightly in chaotic environments. Whether grinding waves or sitting around planning that next big battle, remember teamwork and smart character choices spell win. Now lets do Jester, Jester is incredible for early game. I suggest getting the poison bombs and ice bombs. poison bombs to do extra damage, and ice bombs to keep them there, as max level is to expensive. Let’s not forget about Archer. Archer can pierce enemies, has flying detection, and fires bows, making it a decet tower better then scout. The piercing ability allows Archer to hit multiple enemies in a line, which can be particularly effective against tightly packed foes. It’s also excellent for taking down flying enemies, so it can complement characters like Executioner perfectly. Edit: exactly 1k words

totallyvp
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The scout tower in Tower Defense Simulator (TDS), a popular game on Roblox, is often one of the first towers players encounter and use. While it serves as an excellent introductory unit, many experienced players argue that it lacks the qualities needed to be an effective choice in higher-level games. There are several reasons why the scout tower is generally not considered the best tower in TDS, ranging from its low damage output to its limited scalability. This essay will explore the drawbacks of the scout tower and discuss why it is ultimately outperformed by more advanced and versatile options in the game.

1. Low Damage Output

The primary issue with the scout tower is its relatively low damage output. In TDS, players face waves of increasingly difficult enemies, which require towers capable of dealing significant amounts of damage quickly. The scout tower, even at its higher upgrade levels, struggles to keep up with the damage output necessary to deal with these tougher waves.

The scout’s low damage is partly due to its modest range and slow rate of fire, which limits its ability to effectively eliminate larger numbers of enemies. While it can handle weaker enemies at the beginning of the game, it quickly becomes ineffective as the waves get tougher. Higher-level enemies, such as bosses or even strong groups of basic enemies, can overwhelm a defense reliant on scouts, forcing players to rely on other, more powerful towers to survive later rounds.

2. Poor Versatility

Another reason the scout is not the best tower in TDS is its lack of versatility. Versatile towers can adapt to different situations and enemy types, allowing players to maximize their utility in various scenarios. The scout tower, however, is somewhat one-dimensional. It primarily focuses on dealing with low-health enemies and has no special abilities or mechanics to handle tougher foes, like bosses or hidden enemies, effectively.

Some towers, such as the accelerator or minigunner, can be adapted to handle various challenges, from powerful single-target enemies to large groups of weaker foes. The scout, on the other hand, is largely limited to targeting basic enemies, making it difficult to adapt to the changing needs of a match. This inflexibility is a major drawback, especially in the late game when the need for specialized or hybrid towers becomes more pronounced.

3. Limited Upgrades

Upgrades are an essential component of TDS, allowing players to enhance the power, range, and abilities of their towers as the game progresses. Unfortunately, the scout tower’s upgrades are relatively limited compared to other towers. While players can increase the scout’s damage and range slightly through upgrades, these improvements are minimal and do not significantly change the tower’s effectiveness.

By comparison, towers like the minigunner or accelerator have upgrades that substantially increase their damage output, range, or special abilities, making them much more powerful in the later stages of the game. For example, the accelerator’s upgrades allow it to deal large amounts of damage quickly, while the minigunner’s upgrades improve its firing rate and range to handle tougher waves. The scout’s upgrades simply do not provide a comparable boost, limiting its usefulness in the long run.

4. Ineffective Against Hidden Enemies

A significant drawback of the scout tower is its inability to deal with hidden enemies. In TDS, hidden enemies are foes that can only be detected and attacked by towers with a hidden detection ability. The scout tower does not have this ability until its final upgrade, making it ineffective against hidden enemies for much of the game. This limitation can be particularly problematic because hidden enemies start appearing relatively early in many game modes.

Players relying heavily on scouts may struggle to defend against waves containing hidden enemies unless they have other towers with hidden detection. This drawback requires players to invest in additional towers early on, diminishing the value of the scout tower in their overall strategy. More versatile towers, such as the sniper or soldier, can often detect hidden enemies with earlier upgrades, making them a more reliable choice for players looking to build a balanced defense.

5. High Cost-Effectiveness Ratio

Another key consideration in TDS is the cost-effectiveness of each tower. While the scout tower is inexpensive compared to higher-end options like the accelerator or turret, its limited power means that players must place multiple scouts to achieve a comparable effect. This leads to a situation where players end up spending more money on scouts to cover the same ground that a single, more powerful tower could handle more efficiently.

In higher-level gameplay, where resources are often scarce and spending decisions are critical, this lack of cost-effectiveness becomes a liability. Towers like the minigunner or turret may be more expensive upfront, but their damage output and versatility make them a more efficient investment in the long run. Players who rely on the scout tower extensively may find themselves at a disadvantage, as they use up more resources to achieve a less effective defense.

6. Overwhelmed by High-Health Enemies

As the game progresses, players encounter enemies with increasingly high health, including bosses and special enemies that require concentrated firepower to defeat. The scout’s low damage output and slow rate of fire make it ineffective against these high-health targets. Even with upgrades, a scout will struggle to make a significant dent in a high-health enemy’s health bar, requiring players to place multiple scouts or rely on other towers to deal with these tougher opponents.

Towers like the accelerator, turret, or even the minigunner are far better suited to dealing with high-health enemies. They have the firepower and upgrades necessary to handle these challenging foes, allowing players to focus their resources on a few powerful towers rather than dozens of weaker scouts. This disparity becomes increasingly pronounced in the late game, where the scout’s inability to handle high-health enemies can severely limit a player’s chances of success.

7. Competition with Other Starter Towers

Lastly, the scout tower’s effectiveness is further diminished by competition from other early-game towers. For example, the soldier tower, which is also available early on, provides similar functionality but with a few key advantages. The soldier has a slightly higher rate of fire and better upgrades, making it a more reliable choice for new players looking to build a basic defense. Additionally, the soldier tower can detect hidden enemies with an earlier upgrade, giving it an edge over the scout in many situations.

In many cases, players find that they outgrow the scout tower relatively quickly and switch to towers like the soldier or sniper, which offer better utility and damage potential. The scout simply lacks the unique qualities or special abilities needed to make it a compelling choice beyond the earliest stages of the game, and its limited upgrade path further reinforces this trend.

Conclusion

In conclusion, the scout tower in Tower Defense Simulator is a beginner-friendly option that offers a low-cost way to handle the earliest waves of enemies. However, its low damage output, limited versatility, and inability to handle high-health or hidden enemies make it an ineffective choice for advanced gameplay. Compared to more versatile and powerful towers, such as the accelerator, minigunner, or turret, the scout quickly becomes obsolete as players progress to higher levels. Although it serves as an excellent introductory tower for new players, the scout’s limitations ultimately prevent it from being the best tower in TDS, especially for players looking to succeed in the game’s more challenging modes and later waves.

Bubisbrown
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Within the hit game Tower Defense Simulator, there are multiple tower classes. These range from Beginner to Hardcore. Another category within TDS is the "exclusive" category. Within this category, are towers which could only have been gotten through completing an event (for example, Frost Invasion). They can also be achieved through limited time game passes. While it may be difficult to spot, event towers are indeed better than the regular scout. Here are some reasons as to why it is the case.

The normal Scout is one of the most basic towers available in TDS. It is given automatically to new players (along with the sniper tower). It's DPS (Max level) is 20 damage, it also wields two pistols instead of one.

**Unique Abilities of Event Towers**

The Jester: One of the standout event towers is the Jester, which could be obtained from the Lunar Overture event. It is mostly known for it's confusion bomb ability. This ability causes affected enemies to go back in the path for 3 seconds. The confusion bomb can significantly stall enemies, making it an amazing crowd control tower for game modes such as intermediate. It also used to be able to affect bosses, once being an essential asset towards soloing Hardcore Mode. This was nerfed however. Although, this proves that the Jester was such a good event tower that they had to nerf it due to how overpowered it was.

The Slasher (OG): The slasher (before the rework) once had a knife throw ability. This would be used mostly for crowd control. On max level, it would throw three knives. It was possible to solo intermediate mode with the slasher tower. It also used to cost $450, being a great early game tower.

The Slasher (REWORK): The slasher now has an ability to cause 'bleed' damage towards enemies. Being able to stack to 24, it causes enemies to loose health overtime. Hence, making the slasher be able to do damage outside of it's range. The slasher now costs $1500, being a good mid/late game tower.

The Gladiator: The Gladiator has the rage ability, which temporarily boosts its damage output and attack speed. This ability transforms the Gladiator into a high-powered DPS machine, making it useful within speedruns of the game.




Event towers often offer greater versatility compared to the normal Scout. The unique abilities of towers like the Jester and Executioner provide players with more strategic options. For instance, the Jester’s Confusion Bomb can be used to delay enemies, while the Executioner’s Axe Throw is perfect for dealing with large groups. This versatility allows players to adapt their strategies to different enemy compositions and wave patterns.

The unique abilities of event towers can also synergize with other towers to create powerful combinations. For example, the Gladiator’s Rage Mode can be complemented by the Commander’s Call to Arms ability, further boosting its attack speed and damage. These synergies enhance the overall effectiveness of a player’s defense, making event towers an integral part of any advanced strategy.

While event towers may have higher initial costs compared to the normal Scout, their superior performance often translates to better economic efficiency in the long run. The ability to handle waves more effectively means that players can conserve resources and invest in crucial upgrades at the right time. This economic efficiency is essential for managing the increasingly demanding gameplay in TDS, especially due to the gamemodes increasing difficulty as towers become better.


Event towers also look very cool, such as the gladiators multiple skins or the "COOL GOLD ARMOR" on the commando. The normal scout, however, doesn't have cool gold armour, now does he?

In conclusion, event towers in Tower Defense Simulator offer distinct advantages over the normal Scout. Their unique abilities, such as the Jester’s Confusion Bomb and the Executioner’s Axe Throw, provide strategic value and versatility that the normal Scout cannot match. Furthermore, event towers possess superior damage output at higher levels, making them essential for handling the toughest challenges in the game. The strategic value and economic efficiency of event towers underscore their importance in any successful TDS strategy. As players continue to face increasingly difficult waves, the choice of towers becomes paramount, and event towers undoubtedly stand out as the superior option.

Titus.Reacts
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In the realm of Tower Defense Simulator (TDS), players face a plethora of tower options, each with unique strengths and weaknesses. Among these towers, the Scout is often discussed for its accessibility and early-game utility. However, a deeper examination reveals that the Scout is not the best tower available in TDS. Factors such as damage output, versatility, upgrade potential, and overall strategic effectiveness demonstrate that while the Scout can be useful, it ultimately falls short compared to other tower options.

One of the primary metrics for evaluating a tower's effectiveness in TDS is its damage output. The Scout is designed as an entry-level tower, boasting moderate damage that is suitable for early waves. However, as players progress through levels, the increasing difficulty and more robust enemy types demand higher damage capabilities.

In comparison, towers like the Soldier or the Sniper provide significantly higher damage per second (DPS), especially when upgraded. The Soldier has a rapid-fire rate and can be positioned in multiple locations to cover different lanes effectively. Similarly, the Sniper excels in long-range engagements, delivering high damage against stronger enemies. When facing tougher foes, the limited damage output of the Scout can become a liability, leading to potential failure in later rounds.

The effectiveness of a tower in TDS is often linked to its upgrade potential. While the Scout can be upgraded, the benefits do not scale as effectively as those of other towers. The initial upgrades may improve damage and range, but the enhancements are incremental and do not provide the substantial boosts necessary to deal with late-game challenges.

In contrast, other towers like the Minigunner or the Ace Pilot offer dramatic improvements upon upgrading. The Minigunner, for instance, increases its rate of fire significantly, turning it into a devastating force against waves of enemies. The Ace Pilot not only deals high damage but also provides the ability to attack air units, which is crucial in many levels. These towers provide a far more significant return on investment when upgraded, making them more appealing choices for players.

The Scout is often lauded for its versatility and ease of use, particularly in the early game. However, this versatility comes at the expense of specialized capabilities. While the Scout can target both ground and air units, its effectiveness against tougher enemies or specialized threats is limited.

In later levels, where enemy compositions become more diverse and challenging, players must deploy towers that can effectively counter specific threats. Towers like the Turret or the Farm provide not only higher DPS but also unique advantages such as slowing down enemies or generating additional resources. The ability to specialize and adapt to enemy types is crucial in TDS, and the Scout's all-around nature may hinder strategic gameplay, making it less effective compared to more specialized towers.

Cost management is a vital aspect of TDS strategy. The Scout is relatively inexpensive to deploy, making it an appealing option in the early game. However, as waves progress and players require stronger defenses, the cost-effectiveness of relying on Scouts diminishes. Investing in multiple Scouts to keep pace with the increasing enemy strength can lead to resource mismanagement, as funds could be better spent on more powerful towers.

In contrast, towers like the Commander or the DJ Booth not only provide strong DPS but also enhance the overall performance of nearby towers. The Commander can buff allied towers, increasing their effectiveness, while the DJ Booth reduces the cost of abilities, making it easier to deploy powerful strategies. These towers demonstrate a higher degree of cost-effectiveness, as they provide greater strategic value per resource spent.

In TDS, players often focus on long-term strategies that will carry them through multiple waves of increasingly difficult enemies. The Scout, while viable in the early stages, quickly loses its relevance as the game progresses. Players who rely solely on Scouts may find themselves overwhelmed by tougher enemy types and unable to adapt their defenses effectively.

Other towers, such as the Accelerator or the Farm, offer long-term benefits that are critical for success in later stages. The Accelerator provides rapid-fire capabilities with significant damage output, making it a formidable choice for dealing with late-game threats. Similarly, the Farm helps players manage their economy, enabling them to invest in more powerful towers later on.

Another important aspect of TDS is the engagement and enjoyment derived from gameplay. While the Scout offers a straightforward and easy-to-understand mechanic for beginners, it can lead to a repetitive and less engaging experience over time. Players may find themselves relying on the same strategies, which can become monotonous.

Towers like the Turret or the Minigunner provide a more dynamic experience, encouraging players to experiment with different strategies and tower placements. The ability to engage with the game on a deeper level enhances the enjoyment factor and promotes a more immersive experience. Relying heavily on the Scout can detract from this engagement, limiting the potential for strategic experimentation.

In conclusion while the Scout tower has its place in Tower Defense Simulator, particularly for new players or in early waves, it is clear that it is not the best tower option available. Its limitations in damage output, upgrade potential, versatility, and long-term viability become evident as the game progresses. Players who rely solely on Scouts may find themselves struggling in later rounds, underscoring the importance of diversifying tower choices.

In contrast, towers such as the Soldier, Sniper, and Minigunner offer superior capabilities that enhance both gameplay strategy and overall enjoyment. The ability to adapt to different enemy types and develop more complex strategies is crucial in TDS, making specialized towers a better choice for players seeking success. Ultimately, while the Scout may serve a purpose in the early game, it cannot compete with the effectiveness of other towers in the ever-evolving landscape of Tower Defense Simulator.

tbnrunspeable.
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i miss the times swarmer could literally solo any non-hidden enemy on night 2 :(

tonerdziek
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is no one gonna talk about how the conjurer staff slam synced so well with the fe!n at 20:39

EdiTheOne
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what’s that executioner skin and how to did u get it?

snauzk-lp
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Blud roasted every starter tower (excluding soldier and scout) lol (WHAT DID DEMOMAN DO 😭)

ArchJovnusOñate
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0:58 wave 7, 7 minutes, 7 seconds JACKPOT

SillyPotato-wr
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I will not lie, most event units have their uses

Sledger being overpriced but does his job
Frost Blaster having good crowd freeze



*Commando*



Slasher being good early and shredding at max
Gladiator good at early, not like he used to do but still does
Necromancer is an actual support crowd controler, hes not good alone and he quite needs other dps towers, but in resume Necro is quite usable on teams of more than 2 of people
Cryomancer being an pyro but ice, probally the best slow debuffer
Jester... I dont even need to say what he/she does, if you know an certain bomb that creature has you know why
Elf Camp weaker Merc Base
Toxic Gunner good slowdown and dot
Archer, hes just an pierce tower, nothing much to say about him

LilBerdFromTheVoid
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2:00
Demoman cant even put the fries in the bag 😭

DaLordOfDarkness
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Slasher was our only hope for event towers 😭

_Pardo_
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thanks for making this video! for my first video, i was going to try to make a tower tier list, but just couldn’t find anywhere to rank all the towers! so i can use this video to find all the towers.

TowerDefenceSigma
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Ooh demoman is my favorite tower I hope je does good 😊

P.G.H.
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I honestly think the event towers not doing well is a good thing, since it makes the whole thing of gatekeeping a tower kind of not important since it isn't even a good tower anyway.

noobicusprime
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