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Recruit


Has been recruited to help out the battlefield! The starter tower of the game.

Recruit Icon

Cost: Free

The Recruit is a well-rounded and affordable starter tower, perfect for players beginning their journey in Retro Defense. Its versatility makes it suitable for most early-game situations, but it becomes less effective as stronger towers become available later in the game.

Upgrades


The top path offers excellent hidden detection and impressive range, making it a preferred choice for most situations. While its DPS is modest, its affordability and reliable hidden coverage make it a strong and versatile option.


The bottom path boasts impressive DPS and an ability that temporarily boosts its damage output even further. However, its effectiveness is hindered by the "magazine" and "reload" mechanics, which create downtime where the tower can't attack, allowing units to slip through. Additionally, the lack of hidden detection limits its versatility, often leaving it overshadowed by the more reliable top path. While the ability helps mitigate the reload issue, it serves as only a temporary fix, making this path less desirable overall.


Base Stats
Top Path
Bottom Path
Stat Value
Base Cost $300
Base Damage 1
Base Cooldown 0.35s
Base Range 10
Hidden Detection Level 3-X
Recruit 1-X

Shades


Effect:
  • +3 Range

Cost: $150

Recruit 2-X

Training


Effect:
  • +1 Damage
  • -0.02s Cooldown
  • +1 Range

Cost: $450

Recruit 3-X

Better Equipment


Effect:
  • +1 Damage
  • -0.08s Cooldown
  • +1 Range
  • +Hidden Detection

Cost: $1500

Recruit 4-X

AK-12


Effect:
  • +7 Damage
  • -0.08s Cooldown
  • +5 Range

Cost: $6700

Recruit X-1

Stronger Ammo


Effect:
  • +1 Damage

Cost: $290

Recruit X-2

Faster Hands


Effect:
  • -0.05s Cooldown
  • +2 Range

Cost: $300

Recruit X-3

M16A2


Effect:
  • +6 Damage
  • -0.15s Cooldown
  • +1 Range
  • +Magazine Size: 4
  • +Reload Time: 1.25s
  • +Ability: "Adrenaline Rush I"
  • +Passive: Ignores Enemy Resistances

Cost: $3000

Recruit X-4

M4 Carbine


Effect:
  • +9 Damage
  • -0.03s Cooldown
  • +1 Range
  • +Magazine Size: 7
  • +Reload Time: 0.85s
  • +Ability: "Adrenaline Rush II"

Cost: $11000


Stats Table


Linear Path
Cross Path
Top Path
Bottom Path
Level Cost Damage Cooldown Range Hidden Detection
0-0 $300 1 0.35s 10 No
1-0 $450 1 0.35s 13 No
2-0 $900 2 0.33s 14 No
3-0 $2400 3 0.25s 15 Yes
4-0 $9100 10 0.17s 20 Yes
Level Cost Damage Cooldown Range Magazine Size Reload Time
0-0 $300 1 0.35s 10 N/A N/A
0-1 $590 2 0.35s 10 N/A N/A
0-2 $890 2 0.3s 12 N/A N/A
0-3 $3890 8 0.15s 13 4 1.25s
0-4 $14890 18 0.12s 14 7 0.85s
Top Path
Bottom Path
Level Cost Damage Cooldown Range Hidden Detection
0-0 $300 1 0.35s 10 No
1-1 $740 2 0.35s 13 No
2-2 $1490 3 0.28s 16 No
3-2 $2990 4 0.2s 17 Yes
4-2 $9690 11 0.12s 22 Yes
Level Cost Damage Cooldown Range Magazine Size Reload Time
0-0 $300 1 0.35s 10 N/A N/A
1-1 $740 2 0.35s 13 N/A N/A
2-2 $1490 3 0.28s 16 N/A N/A
2-3 $4490 9 0.13s 17 4 1.25s
2-4 $15490 18 0.1s 18 7 0.85s

Ability


Adrenaline Rush I

Unlocked at:
X-3

Adrenaline Rush I:
  • -30% Reload Time
  • -20% Cooldown
  • Lasts for 10 seconds.
Ability Cooldown: 25 Seconds
Adrenaline Rush II

Unlocked at:
X-4

Adrenaline Rush II:
  • -50% Reload Time
  • -30% Cooldown
  • +75% Damage
  • Lasts for 10 seconds.
Ability Cooldown: 25 Seconds