Tower Defense Simulator Crook Boss Guide: Upgrades & Tips
Master the Tower Defense Simulator crook boss with our guide on stats, golden buffs, and the Kingpin evolution to dominate Molten and Hardcore modes.
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THE CROOK BOSS GOT AN INSANE BUFF! | STRONGER THAN ACCELERATOR? - Tower Defense Simulator (UPDATE)Table of Contents
For many players, unlocking the tower defense simulator crook boss marks a significant milestone in their progression. As an intermediate tower that blends direct fire with unit summoning, it offers a unique tactical advantage that few other towers can replicate. Whether you are just reaching Level 30 or looking to optimize your late-game sub-DPS, understanding the nuances of the tower defense simulator crook boss is essential for clearing higher-difficulty maps.
In the current meta, this tower has transitioned from a niche mid-game option to a powerhouse, especially when considering its Golden Perk and the recent Kingpin evolution. This guide will break down the statistics, provide community-vetted strategies, and explain why this criminal mastermind deserves a permanent spot in your loadout.
Quick Answer
The Crook Boss is a versatile summoning tower unlocked at Level 30. It excels as an early-to-mid-game defender due to its goons, but its true power lies in the Golden version’s high DPS and the Kingpin evolution's massive cash-generation abilities. Always prioritize the bottom path for the Kingpin if you need raw defensive power.
Understanding the Tower Defense Simulator Crook Boss Mechanics
The tower defense simulator crook boss is categorized as an intermediate tower, but its mechanics are surprisingly deep. Unlike the Minigunner or Scout, which rely solely on projectile damage, the Crook Boss periodically spawns AI-controlled units (Goons) that travel down the path to intercept enemies.
One of the most critical aspects of this tower is its placement limit. Currently, players are restricted to placing only five of these towers. This limitation forces players to think carefully about positioning. Because the spawned units have their own range and health, placing the tower near the start of the path allows the Goons to maximize their uptime before they are inevitably overwhelmed by enemy collision.
According to community reports, the summoning mechanic includes a brief "pause" in the tower's own fire. Every time the boss calls for backup, it stops shooting for approximately 1.5 seconds. While this might seem like a drawback, the combined DPS of the tower and its minions usually far outweighs this momentary lapse in fire.
Base Statistics and Leveling Progression
The standard version of the tower is a reliable workhorse. At Level 0, it provides immediate value by spawning Pistol Goons, which are particularly effective at picking off leaked enemies. As you invest cash into upgrades, the tower transitions from a slow-firing pistol user to a high-speed Tommy Gun wielder.
Level
Name
Upgrade Cost
Total Cost
Damage
Fire Rate
Range
DPS
0
Base
$2,250
$2,250
12
0.9
16.5
13.33
1
Quick Getaway
$1,500
$3,750
16
0.6
16.5
26.67
2
Double Trouble
$2,750
$6,500
23
0.6
19.0
38.33
3
Tommy Goons
$14,000
$20,500
23
0.2
22.0
115.00
4
The Godfather
$47,500
$68,000
38
0.12
22.0
316.67
The Golden Crook Boss: A Late-Game Contender
The Golden version of the tower defense simulator crook boss is often debated within the community. While it requires a significant investment (50,000 coins for a Golden Crate), the buffs it receives make it a viable alternative to meta towers like the Accelerator in specific scenarios.
The Golden Perk provides a massive boost to both the tower's base damage and the stats of its summoned units. Players have noted that a max-level Golden Crook Boss can reach a total effective DPS of over 320 when its units are active. This makes it an incredible sub-DPS tower, providing consistent ground coverage while your primary heavy hitters focus on the main boss.
Golden Unit Comparison
The true strength of the Golden variant lies in the durability and fire rate of its minions. Unlike standard units, Golden Goons can survive multiple collisions with mid-tier enemies, allowing them to provide a continuous stream of lead.
Unit Type
Health
Damage
Fire Rate
Range
Special Traits
Golden Pistol Goon
25
2
0.8
18
Hidden & Flying Detection
Golden Tommy Goon 1
125
5
0.25
20
Hidden Detection
Golden Tommy Goon 2
225
6
0.12
20
Hidden Detection
Hidden Detection Strategy
The Golden Crook Boss gains Hidden Detection much earlier than many other towers. Use this to your advantage in Fallen Mode to save money on early-game detection, allowing you to focus your economy on Farms.
Evolution Guide: Transforming into the Kingpin
The Kingpin is the evolved form of the tower defense simulator crook boss, and it completely redefines how the tower functions. Unlocking the Kingpin is no small feat—it requires 15,000 coins and 5,500 gems (or a significant amount of Robux). However, for players tackling Voidcore or Hardcore modes, the investment is often considered mandatory.
The Kingpin introduces a branching upgrade path system, similar to other evolution towers. Players must choose between the Top Path (Bounty/Cash) and the Bottom Path (Bouncers/Contractors).
Path A: The Underworld Mogul (Top Path)
This path focuses on economic dominance. The "Bounty" mechanic allows the Kingpin to mark high-health enemies. When a marked enemy dies, the player receives a percentage of its value as a cash bonus. In game modes like Hardcore, marking a boss like the Void Reaver can yield upwards of 60,000 cash in a single wave.
Path B: The Syndicate Enforcer (Bottom Path)
The bottom path is the preferred choice for raw defensive power. It replaces the standard goons with Bouncers and Contractors. Bouncers are melee-range powerhouses with high health (up to 750 HP) that can shred through groups of enemies with baseball bats. Contractors act as snipers, providing high-damage, long-range support.
Kingpin Unit
HP
Damage
Fire Rate
Role
Lackey
40
3
Medium
Standard Fire Support
Money Runner
40
0
N/A
Generates cash on death
Bouncer
750
35
0.5
Melee Tank / High DPS
Contractor
550
40
Sniper
Long Range Precision
Strategic Synergies and Loadout Tips
To get the most out of your tower defense simulator crook boss, you need to pair it with towers that compensate for its weaknesses. While the tower provides excellent ground coverage, it can struggle against high-speed "Nimble" enemies if its units are out of position.
The DJ Booth & Commander: While the summoned units do not receive buffs from these support towers, the Boss itself does. Boosting the Boss's fire rate significantly increases its personal DPS, which accounts for the majority of the damage at Level 4.
Golden Pyromancer: This is perhaps the best synergy for a summoning build. The Pyromancer's fire reduces enemy defense, allowing the high-frequency, low-damage shots from the Goons to deal significantly more damage.
Electroshocker: Slowing down enemies gives your summoned units more time to fire before the enemy moves out of their range or collides with them.
Avoid the Death Loop
A common mistake among players is relying too heavily on the Kingpin's Top Path for defense. The Top Path lacks the raw stopping power of the Bouncers. If you find yourself leaking "Nimble" enemies, switch to the Bottom Path immediately to stabilize your defense.
Advanced Tactics for Hardcore and Voidcore
In high-level play, the tower defense simulator crook boss (specifically the Kingpin) is used as a hybrid economy-defense tower. Experienced players will often place one Kingpin on the Top Path to farm bounties from mid-game bosses, while the rest are set to the Bottom Path to maintain a wall of Bouncers.
According to official developer updates, the tower's balance is constantly shifting. Recent patches have buffed the Bouncer's health, making them essential for tanking hits from bosses that would otherwise stun your main towers like the Engineer or Accelerator. Because summoned units are immune to most stuns (except for specific boss "stomps"), they provide a "reliable" source of damage even when your main firing line is disabled.
Placement and Pathing
Corner Placements: Place your Crook Bosses at corners where the path loops. This allows the Goons to fire at enemies both as they approach and as they leave, maximizing their limited lifespan.
Unit Stacking: By managing your spawn rates, you can "stack" multiple Tommy Goons at the end of a path to create a final kill zone for anything that survives your main defenses.
Common Mistakes to Avoid
Even veteran players can mismanage the tower defense simulator crook boss. Here are the most frequent errors identified by the community:
Ignoring Unit Lifespans: Goons do not last forever. They have a lifespan (typically around 150-200 seconds). Don't expect a unit spawned at the beginning of a wave to be there for the boss at the end.
Over-investing Early: While the Level 0 Crook Boss is great, don't spam all five immediately. It is better to have one Level 3 tower than five Level 0 towers, as the Tommy Goon provides a massive jump in efficiency.
Forgetting Hidden Detection: While the units have detection, the tower itself doesn't gain it until Level 2. Ensure you have alternative detection if you are playing on a map with early Hidden spawns.
FAQ: Mastering the Crook Boss
How do I unlock the Tower Defense Simulator Crook Boss?
You can unlock the tower for free by reaching Level 30. Once you reach this level, a claim button will appear in the rewards menu. Alternatively, you can purchase it instantly from the in-game shop for 400 Robux.
Does the Commander's "Call to Arms" buff the summoned units?
No. The Commander and DJ Booth only buff the tower (the Boss) itself. The summoned units (Goons, Bouncers, etc.) operate on their own base stats and are not affected by external range or fire rate buffs.
Is the Golden Crook Boss better than the Accelerator?
It depends on the situation. The Accelerator has higher raw DPS against single targets. However, the Golden Crook Boss provides better "value" in terms of cost-per-damage and offers ground-stalling units that the Accelerator lacks. Most players use the Golden Crook Boss as a sub-DPS alongside the Accelerator.
Which Kingpin path is better for Molten Mode?
For Molten Mode, the Bottom Path (Bouncers) is generally superior. The enemies in Molten Mode don't have enough health to make the "Bounty" mechanic from the Top Path worthwhile, whereas the Bouncers can solo many of the mid-game waves with ease.