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Swordsman

After many times practicing on SFOTH, Swordsman is ready to slash enemies. Deals area damage.

Swordsman Icon

Cost: 1000 Tix

This tower boasts a compact range but compensates with exceptional DPS, rapid attack speed, and an affordable cost. Its reliability and effectiveness make it a standout choice, holding its value consistently from early to late game. Undeniably, it reigns as the best tower in the game, providing unparalleled utility and performance in any strategy.

Upgrades


The top path is the definitive choice for this tower, offering unmatched value and utility. It is highly affordable, granting Hidden detection and Stun protection at a minimal cost. At the 4-X upgrade, it unlocks an additional poison effect that deals massive damage over time, particularly devastating against tanky enemies, dealing hundreds to thousands of damage as a secondary effect to its primary attacks. Remarkably, a 4-X Swordsman can outshine even a Heavy Gunner in raw DPS against the final boss. This path is often considered a win condition for challenging runs with specific modifiers, providing exceptional performance at a cost that remains competitive with other high-damage towers.


The bottom path focuses on boosting the Swordsman's DPS while introducing a burn effect to its attacks. However, its shortcomings overshadow its benefits. Lacking both Hidden detection and Stun protection, the tower is highly vulnerable to explosive units, as its short range ensures it will always be stunned when engaging them. While it theoretically deals higher DPS, this potential is rarely realized due to its inconsistency. Furthermore, the tankiest units in the game are camouflaged, making the lack of Hidden detection a critical flaw. Comparatively, the top path delivers far superior reliability, damage output, and versatility thanks to its poison effect and added utility, easily justifying its slightly higher cost. As a result, the bottom path is a poor investment and rarely worth considering in any strategic setup.


Base Stats
Top Path
Bottom Path
Stat Value
Base Cost $300
Base Damage 6
Base Cooldown 1.25s
Base Range 6
Splash Radius 1.25
Max Hits 4
Hidden Detection Level 3-X
Level X-4
Swordsman 1-X

Quicker Swing


Effect:
  • -0.2s Cooldown

Cost: $150

Swordsman 2-X

Longer Sword


Effect:
  • +3 Damage
  • +1 Range
  • +0.25 Splash Radius
  • +1 Max Hits

Cost: $475

Swordsman 3-X

Gladiator Gear


Effect:
  • +11 Damage
  • -0.25s Cooldown
  • +1 Splash Radius
  • +1 Max Hits
  • +Hidden Detection
  • +Passive Ability:
    • Wooden Shield

Cost: $2000

Swordsman 4-X

Venomshank


Effect:
  • +17 Damage
  • -0.1s Cooldown
  • +1 Range
  • +0.5 Splash Radius
  • +2 Max Hits
  • +Passive Ability:
    • Venomshank
    • Gladiator Shield
  • -Passive Ability:
    • Wooden Shield

Cost: $9300

Swordsman X-1

Sharper Sword


Effect:
  • +2 Damage

Cost: $300

Swordsman X-2

Wider Sword


Effect:
  • +3 Damage
  • +1 Splash Radius

Cost: $400

Swordsman X-3

Charged Blade


Effect:
  • +15 Damage
  • -0.45s Cooldown
  • +1 Range
  • +0.5 Splash Radius
  • +3 Max Hits
  • +Passive Ability
    • Charged Blade
    • Armour I

Cost: $2500

Swordsman X-4

Firebrand


Effect:
  • +18 Damage
  • +1 Splash Radius
  • +2 Max Hits
  • +Hidden Detection
  • +Burn Effect
    • 20 DPS for 4s, effects do not stack.
  • +Passive Ability
    • Inflamed Blade
    • Armour II

Cost: $15000


Stats Table


Linear Path
Cross Path
Top Path
Bottom Path
Level Cost Damage Cooldown Range Splash Radius Max Hits Hidden Detection
0-0 $300 6 1.25s 6 1.25 4 No
1-0 $450 6 1.05s 6 1.25 4 No
2-0 $925 9 1.05s 7 1.5 5 No
3-0 $2925 20 0.8s 7 2.5 6 Yes
4-0 $12225 37 0.7s 8 3 8 Yes
Level Cost Damage Cooldown Range Splash Radius Max Hits Hidden Detection
0-0 $300 6 1.25s 6 1.25 4 No
0-1 $600 8 1.25s 6 1.25 4 No
0-2 $950 11 1.25s 6 2.25 4 No
0-3 $3450 26 0.8s 7 2.75 7 No
0-4 $18450 44 0.8 7 3.75 9 Yes
Top Path
Bottom Path
Level Cost Damage Cooldown Range Splash Radius Max Hits Hidden Detection
0-0 $300 6 1.25s 6 1.25 4 No
1-1 $750 8 1.05s 6 1.25 4 No
2-2 $1575 14 1.05s 7 2.5 5 No
3-2 $3575 25 0.8s 7 3.5 6 Yes
4-2 $12875 42 0.7s 8 4 8 Yes
Level Cost Damage Cooldown Range Splash Radius Max Hits Hidden Detection
0-0 $300 6 1.25s 6 1.25 4 No
1-1 $750 8 1.05s 6 1.25 4 No
2-2 $1575 14 1.05s 7 2.5 5 No
2-3 $4075 29 0.6s 8 3 8 No
2-4 $19075 47 0.6s 8 4 10 Yes
Wooden Shield

Unlocked at:
3-X

Wooden Shield
  • 200 HP
  • 25% Explosion Resistance
  • Stuns are 50% less effective
  • Regens after 180s
Ability Cooldown: Passive
Venomshank

Unlocked at:
4-X

Venomshank
  • Deals 2% of max HP for 4s.
  • Non-Boss enemies get 1.5x more poison.
  • Max damage: 2500
  • Poison gets 10% weaker after each hit on enemy.
Ability Cooldown: Passive
Gladiator Shield

Unlocked at:
4-X

Gladiator Shield
  • 450 HP
  • 30% Explosion Resistance
  • 25% Bullet Resistance
  • Stuns are 80% less effective
  • Regens after 150s
Ability Cooldown: Passive
Charged Blade

Unlocked at:
X-3

Charged Blade
  • Gains +1 charge from every hit.
  • Each charge increases splash radius by 0.03.
  • Every 5 charge can block a stun.
  • Resets after 10s of no attacking.
Ability Cooldown: Passive
Armour I

Unlocked at:
X-3

Armour I
  • 10% Resistance to Explosions.
  • 20% Resistance to Bullets.
Ability Cooldown: Passive
Inflamed Blade

Unlocked at:
X-4

Inflamed Blade
  • Gains +2 charge from every hit.
  • Each charge increases splash radius by 0.05.
  • Each charge increases fire DPS by 0.3.
  • Every 5 charge can block a stun.
  • Resets after 15s of no attacking.
Ability Cooldown: Passive
Armour II

Unlocked at:
X-4

Armour II
  • 20% Resistance to Explosions.
  • 35% Resistance to Bullets.
Ability Cooldown: Passive
Firebrand

Unlocked at:
X-4

Firebrand
  • Fire: 20 DPS for 4s
  • DPS scales depending on charge value.
Ability Cooldown: Passive