Shotgunner — Tower Defense Simulator Guide

Shotgunner tower icon from Tower Defense Simulator

Category: DPS

Unlock: 850 Coins

Detection: Hidden, Flying

Placement Limit: 9 per player

Tier Rating: D

Total Upgrade Cost: $27,915

Shotgunner is a close-to-mid-range attacker that fires a spread of bullets in a cone with every shot, historically known as the Enforcer before being renamed. Each bullet can pierce through up to three enemies in a line, dealing full damage to the first two targets hit and half damage to the third. As it levels up, both the bullet count and the spread angle increase, culminating at Level 4 with 12 bullets fired across a wide 40-degree cone.

Shotgunner Stats Per Level

The table below shows all Shotgunner Tower Defense Simulator upgrade levels and stats. Click any column header to sort. All values are sourced from the TDS Fandom wiki (checked August 3, 2026).

DPS by Level Lv0 13.3 Lv1 20.0 Lv2 35.3 Lv3 82.3 Lv4 224.0
Upgrade Cost by Level Lv0 $1,225 Lv1 $640 Lv2 $1,550 Lv3 $6,000 Lv4 $18,500
Level Upgrade Cost Damage Cooldown Range DPS
0 1225 2 1.2 8 13.33
1 640 3 1.2 8 20
2 1550 3 0.85 9.5 35.29
3 6000 7 0.85 11 82.35
4 18500 14 0.75 13.5 224

Note: Upgrade 'Tactical Blowback' (final level, max). Bullet count rises to 12, spread widens to 40 degrees. DPS per wiki formula (assumes all bullets hit one enemy); actual field DPS is typically lower since not every bullet in the spread connects with the same target.

How to Get Shotgunner

Shotgunner is purchased from the in-game store for 850 Coins. Placing it costs 1,225 in-game cash at Level 0, and it is capped at a placement limit of 9 per player in regular game modes (unlimited in PVP).

Its upgrade path unlocks detection abilities alongside damage: Level 1 adds Hidden detection, and Level 2 adds Flying detection while also improving firerate and bullet count. Level 3 and Level 4 are the most expensive upgrades (6,000 and 18,500 cash respectively) and focus on raising per-bullet damage and bullet count rather than adding new detection types, since Shotgunner never gains Lead detection at any level.

Is Shotgunner Worth It?

Shotgunner's spread-fire design makes it strong against clustered groups of enemies moving in a line, since a single shot's pellets can chip damage across multiple targets simultaneously via the piercing mechanic. Its own wiki-listed DPS figures assume every bullet lands on one enemy, which is a best-case scenario; against a single isolated target, realistic damage output will be lower than the listed numbers because the spread cone naturally sends some bullets past a lone enemy.

Its complete lack of Lead detection at any level is a real gap that players need to plan around, typically by pairing Shotgunner with another tower that can cover Lead enemies. Its very small placement footprint of 1 does make it easy to slot into tight spaces alongside other towers, which is one of its more practical advantages beyond raw damage.

Shotgunner Tier Rating by Mode

Solo: D
Fallen: D
Hardcore: D

Best Loadouts With Shotgunner

Shotgunner performs best in choke points and corridors where enemies group up in a line, letting its piercing pellets hit multiple targets per shot instead of overkilling a single enemy. Because its detection profile skips Lead entirely and only picks up Hidden at Level 1 and Flying at Level 2, it should be paired with towers that cover those gaps, particularly against waves featuring Lead-type enemies.

Given its footprint of 1, Shotgunner is easy to slot into small gaps around larger-footprint towers, making it a flexible filler piece in an existing lineup rather than a tower that needs to anchor a base on its own.