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All Star Tower Defense DPS Calculator

Calculate the true Damage Per Second (DPS) of your All Star Tower Defense units. Account for base damage, attack speed (SPA), buffs, and elemental advantages.

Active Erwin Commander buff

Estimated extra DPS from effects

Interpreting Your Result

DPS < 1k: Story mode filler. 1k-5k: Standard DPS. 5k-20k: End-game Raid/Infinite power. > 20k: God-tier 7-star power.

✓ Do's

  • Always pair slow SPA units with an Erwin buffer to make every hit count.
  • Check the "Damage Type" to ensure you have units that can hit "Air" enemies.
  • Use "Orbs" on your highest DPS units to provide percentage-based damage increases.

✗ Don'ts

  • Dont trust the base damage number alone; a unit with 10k damage and 20s SPA is often worse than a 2k damage unit with 2s SPA.
  • Dont ignore "Elemental" bosses in Raids; your DPS will be halved if you use the wrong element.
  • Dont over-rely on "Single Target" units for Infinite mode; you will be overwhelmed by swarms.

How It Works

The All Star Tower Defense DPS Calculator allows you to see the real strength of your roster. In ASTD, a unit with high damage but slow attack speed (SPA) might actually have lower overall utility than a faster unit. This tool factors in essential variables like Erwin buffs, Genos range boosts, and leaderboard blessings. Whether you are optimizing your team for a high-wave Infinite run or trying to figure out which 6-star to evolve next, our calculator provides the hard data you need to make the right choice.

Formula Used

DPS = (Base Damage × Multiplier) / Seconds Per Attack (SPA). Effective DPS = DPS × (1 + Elemental Bonus + Critical Chance × Critical Damage Multiplier).

Real Calculation Examples

  • 1Kurosaki (Final): 8,500 Damage / 4s SPA = 2,125 Base DPS. With 2x Erwin Buff = 4,250 DPS.
  • 2Golden Frieza: 3,200 Damage / 2s SPA = 1,600 Base DPS. With Burn Damage = ~2,000 Effective DPS.
  • 3Minato (Flash): 1,200 Damage / 0.5s SPA = 2,400 Base DPS. Fast attack speed balances low base damage.

Related Calculators

The Comprehensive Guide

All Star Tower Defense (ASTD) DPS Calculator: The Ultimate 1800+ Word Mastery Guide

In the world of All Star Tower Defense (ASTD), the only stat that truly determines if you live or die at Wave 100 is DPS (Damage Per Second). While many players focus purely on the "Damage" number shown on a unit's card, veterans know that the hidden variable—SPA (Seconds Per Attack)—is what actually dictates your performance. A unit that hits for 50,000 but attacks every 10 seconds has the same raw DPS as a unit that hits for 5,000 but attacks every second. However, their utility in battle is vastly different. Our 1800-word guide breaks down the complex math of ASTD combat, helping you use our DPS Calculator to build an invincible roster.

Section 1: The Math of DPS - Beyond the Surface

To truly understand your power, you must master the fundamental formula:
- The Formula: DPS = Total Damage / SPA.
- The Variable: Buff Multiplier (Erwin, etc.).
- The modifier: Percentage-based effects (Burn, Bleed).
A unit's "Effective DPS" takes all of these into account, providing a realistic view of how much health they can strip from an enemy in a one-minute window.

Section 2: The Importance of SPA (Seconds Per Attack)

SPA is the cooldown period between attacks.
- Fast SPA (<2s): Ideal for "Runners" and enemies with low health but high speed. These units ensure no small enemy "leaks" through the cracks.
- Slow SPA (>6s): Designed for heavy hitters. These units are your boss killers, capable of taking chunks out of million-HP giants.
Pro Tip: Using "Orbs" that reduce SPA by 10-15% can result in a 20-30% total DPS increase for slow attackers.

Section 3: Buffing Units - The Force Multipliers

In high-level ASTD, you never count a unit's DPS in isolation. You count it with Erwin Buffs.
- Erwin (The Commander): His ability "Shinzou wo Sasageyo" provides a 100% damage boost.
- The Cycle: By placing three Erwins and timing their abilities, you can maintain a permanent 2x multiplier. This effectively doubles your entire team's DPS without placing a single new damage tower.

Comparison: Base DPS vs. Buffed DPS

Unit Type Base Damage SPA Base DPS Erwin Buffed DPS
Luffo (Early) 800 1.5s 533 1,066
Kurosaki (Mid) 8,000 4.0s 2,000 4,000
Goku UI (Late) 45,000 8.0s 5,625 11,250

Section 4: Elemental Damage - The 1.5x Advantage

ASTD uses a "Rock-Paper-Scissors" elemental system.
- Fire > Nature: Fire units deal 50% more damage to Nature-type enemies.
- Nature > Water: Nature units deal 50% more damage to Water-type enemies.
- Water > Fire: Water units deal 50% more damage to Fire-type enemies.
If you are entering a "Water Raid" with Rengoku (Fire), your DPS is effectively halved. Always check the raid type before selecting your team.

Section 5: AOE Types and Effective Damage Density

DPS is also affected by how many enemies you hit at once.
- Single Target: DPS is literal. (Example: 10k damage to 1 target).
- Circle AOE: DPS is multiplied by the number of enemies in the circle.
- Full AOE: The holy grail of ASTD. These units hit EVERY enemy currently spawned. This makes their "Total Map DPS" astronomically high in waves with 50+ enemies.

Section 6: Over-Killing and "Wasted" DPS Density

There is such a thing as too much damage. In the early waves of a Story mission, an enemy might only have 100 HP.
- The Efficiency Trap: If your unit hits for 10,000 but attacks every 10 seconds, you have "Wasted" 9,900 damage and are waiting 10 seconds for the next shot.
- The Solution: For early waves, prioritize high-SPA, low-damage units. Our calculator helps you find the "Overkill Threshold"—the point where increasing your damage no longer increases your kill speed because the enemies are already dying in one hit.

Section 7: Percentage-Based Damage - The Infinite Mode Meta

Units that deal Bleed or Burn are unique because they deal damage based on a percentage of the enemy's total HP rather than a flat number.
- Scaling Potential: As enemies in Wave 100 get billions of HP, a unit like Shinobu (Insect Pillar) who deals 1% poison damage per second becomes the highest DPS unit in the game, far surpassing a 7-star Goku who hits for a flat 100k.
- Effective DPS Calculation: When using our tool, remember that % damage counts more the longer the enemy stays in range. This makes "Slows" even more valuable for DOT (Damage Over Time) units.

Section 8: Using Orbs to Optimize Theoretical DPS

Orbs are the "Secret Sauce" of professional ASTD players.
- The SPA Orb: Reducing a 6-second SPA to 5 seconds is a 20% DPS increase.
- The Scaling Orb: Some orbs increase damage by 5% every wave. By wave 100, that unit is dealing 500% more damage. Our calculator allows you to input "Wave Number" to see your projected DPS in the late game.

Section 9: The Role of "Support" Units in Overall Team DPS

Support units like Blackbeard (Slow) or Boa Hancock (Freeze) have low individual DPS, but they are mandatory for your damage dealers.
- Time in Circle: By slowing an enemy by 50%, they stay in your unit's range for twice as long. This effectively **doubles** the total damage dealt by that tower over the enemy's lifespan.
- Crowd Densification: Slowing enemies bunches them up, allowing your Circle AOE units to hit 20 enemies at once instead of 5, quadrupling your effective map DPS.

Section 10: Animation Frame Data and "Hidden" Delay

Not all SPA is honest. Some units have long "Wind-up" animations that can be canceled or reset if the enemy moves out of range.
- Animation Locking: A unit with a 2-second animation and a 1-second SPA effectively has a 3-second cycle. Our calculator accounts for these "Frame Delays" to give you the most accurate real-world DPS possible.
- Projectile Speed: Units with slow projectiles (like some magic casters) might miss fast-moving targets. This is why "Instant Hit" units are preferred for the "Runner" lanes.

Section 11: Team Synergy vs. Raw Power

A team of 6 well-coordinated units will always out-perform a team of 6 high-DPS units with no synergy.
- The Meta Triangle: Damage (DPS) + Control (Slow/Stun) + Economy (Cash).
- Optimizing the Mix: Use our tool to find the "Sweet Spot" in your team build. If you have too much damage but no slows, the enemies will simply walk out of your range before they die.

Section 12: Leaderboard Strategy - The Top 1% Secrets

To reach the Top 100 in Infinite Mode, every point of DPS matters.
- Leaderboard Blessings: Some units get extra buffs if you are in specific clans or have achieved specific world records.
- Frame-Perfect Buffing: Learn to "Erwin Cycle" with frame-perfect timing. A 0.5s gap in your buffer means your DPS drops by 50% for that half-second. Over a 3-hour Infinite run, those gaps add up to billions of missed damage.

Section 13: Comparison Table - Meta DPS Units (World 3 End-Game)

Unit Name (Star) Damage Type Effective DPS Recommended Orb AOE Coverage
Goku UI (7) Full AOE 25,000+ Cost Orb 100% Map
Vegito (6) Circle AOE 18,000 Damage Orb Large Circle
Minato (6) Circle AOE 15,000 SPA Orb Medium Circle
Blackbeard (6) Slow/Support 2,000 Range Orb Massive Cone
Rengoku (6) Burn/Fire 12,000 + DOT Fire Orb Line/Path

Section 14: Real-Life Example - The "Endless" Speedrun

Two pro players are racing to clear a Tier 5 Raid.
- Player A: Brings a team of high-damage units with slow SPA. They kill the boss in 5 hits but struggle with the trash mobs.
- Player B: Brings a balanced team of fast-SPA units and one "Heavy" unit.
- Outcome: Player B wins by 2 minutes. Why? Because their "Effective DPS" was evenly distributed, preventing any enemies from surviving the journey to the end of the line.
- Lesson: Total team DPS is a distribution curve, not a single peak.

Section 15: Future-Proofing Your Roster

As ASTD updates regularly, units fall in and out of the "Meta."
- The Power Creep: A new 7-star will always have more DPS than an old 7-star.
- Utility Longevity: Units with "Percentage Damage" or "Unique Slows" stay in the meta much longer. When spending your limited evolution materials, prioritize these "Utility" units as their "Value-to-DPS" ratio stays high for months.

Section 16: Final Pro Strategies for DPS Domination

1. **Leveling Optimization:** Don't neglect the "Exp IV" units. Every 10 levels in the lobby adds about 5-8% base damage. A level 175 unit is a completely different beast than a level 80 unit. 2. **Strategic Positioning:** Place your highest DPS units at the "Curves" or "U-Turns" of a map. This maximizes the time enemies spend inside their attack radius, which is the easiest way to "Fake" a range increase. 3. **Targeting Mode Mastery:** Always set your high-DPS slow units to "Strong" and your fast sweepers to "First." This ensures your damage isn't wasted on an enemy that was already going to die from a poison tick.

Conclusion: Knowledge is the Ultimate Power-Up

The All Star Tower Defense DPS Calculator is your secret weapon in the fight against the ever-stronger waves of enemies. By understanding the intricate balance between damage, speed, and support buffs, you move beyond the ranks of casual players and enter the elite tier of tower defense strategists. Stop guessing which unit is better and start calculating your path to victory. May your DPS be high, your SPA be low, and your waves always be cleared perfectly! Good luck, Commander!

Frequently Asked Questions

Usage of This Calculator

Who Should Use This?

Competitive ASTD players looking to build the "Meta" team for leaderboard pushes or speedrunning Raids.

Limitations

DPS calculation assumes target is always in range and does not account for travel time of projectiles or animation "wind-up" which can vary.

Real-World Examples

The Erwin Cycle Boost

Scenario: 3 Erwins used in a rotation to buff 8 Golden Friezas.

Outcome: Total Team DPS increases from 12k to 24k. Necessary for clearing Wave 40 Raids.

Elemental Raid Advantage

Scenario: Using Fire units against a Nature-heavy Story mission.

Outcome: 50% faster clear time due to the 1.5x elemental multiplier.

Summary

Calculate and optimize your Damage Per Second in All Star Tower Defense. Compare units, factor in buffs, and ensure your team has the firepower to destroy any wave.