FNAF Tower Defense Calculator
Model a FNAF-inspired tower defense lane with animatronic defenders, upgrade phases, camera control, hallway coverage, wave HP, boss pressure, and security rating.
🐻FNAF Defense Presets
Planning model: These editable presets use FNAF-themed tower-defense roles and transparent formulas. They compare lanes, waves, bosses, and upgrade choices without claiming live patch stats.
⚙️Defense Inputs
Use one scale for range, hallway length, and enemy speed.
Base hit damage before phase, buffs, and enemy vulnerability.
Seconds between scares, pulses, or trap hits.
Copies or equivalent units hitting the same hallway.
Use 1.0 for a boss-only check.
Damage dealt to extra targets after the first.
📊Current Defender Specs
86
Base Scare Damage
1.30s
Attack Interval
18 tiles
Profile Range
Core
Defense Role
FNAF Tower Defense Results
Effective Hall DPS
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after phase, buffs, AOE, and coverage
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Wave Clear Time
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seconds for entered wave HP pool
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Boss Lock Time
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single-target breach removal time
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Security Rating
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clear goal coverage score
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Adjust inputs to calculate the lane.
🧪Unit / Spec Comparison Grid
Current Defender
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Active profile DPS per defender.Next Phase
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Projected hall DPS if this unit gains one upgrade phase.Extra Placement
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Projected hall DPS with one more matching defender.Boss Focus
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Single-target DPS with average targets forced to 1.Freddy Hall Guard
86 / 1.30s
Balanced core range, steady single-lane pressure.Chica Kitchen Splash
64 / 1.65s
Lower hit damage, but strong grouped-wave value.Foxy Rush Intercept
150 / 2.10s
High burst value for fast hallway runners.Puppet Music Box
42 / 1.85s
Support control, uptime, and slow-oriented defense.📚Reference & Assumption Tables
FNAF Defender Profile Assumptions
| Profile | Role | Damage | Interval | Range | Target Cap |
|---|---|---|---|---|---|
| Freddy Hall Guard | Balanced core | 86 | 1.30s | 18 | 1.2 |
| Bonnie Door Jammer | Control | 72 | 1.45s | 20 | 1.4 |
| Chica Kitchen Splash | AOE wave clear | 64 | 1.65s | 16 | 3.2 |
| Foxy Rush Intercept | Burst | 150 | 2.10s | 22 | 1.0 |
| Golden Freddy Stunner | Stun burst | 190 | 2.55s | 21 | 1.6 |
| Puppet Music Box | Support control | 42 | 1.85s | 24 | 2.2 |
| Springtrap Trap Master | Boss shred | 230 | 2.75s | 19 | 1.1 |
| Endo Sentry Swarm | Rapid DPS | 38 | 0.62s | 14 | 1.0 |
| Mangle Ceiling Snare | Snare splash | 118 | 1.95s | 23 | 2.6 |
Profile values are editable calculator assumptions for tower-defense planning.
Upgrade Phase Multipliers
| Phase | Damage | Interval | Range | Utility |
|---|---|---|---|---|
| 0 - Placed | 1.00x | 1.00x | 1.00x | 1.00x |
| 1 - Calibrated | 1.28x | 0.95x | 1.06x | 1.06x |
| 2 - Reinforced | 1.76x | 0.87x | 1.14x | 1.13x |
| 3 - Night Ready | 2.42x | 0.78x | 1.24x | 1.22x |
| 4 - 5AM Power | 3.35x | 0.68x | 1.37x | 1.34x |
| 5 - 6AM Finish | 4.75x | 0.58x | 1.55x | 1.50x |
Interval multipliers below 1 reduce seconds per attack.
Night Threat Modifiers
| Mode | HP Pressure | Speed Pressure | Best Check |
|---|---|---|---|
| Night 1 Warmup | 0.75x | 0.90x | Basic wave |
| Night 3 Pressure | 0.92x | 0.97x | Mid wave |
| Night 5 Standard | 1.00x | 1.00x | Default |
| Custom Night | 1.28x | 1.12x | Hard wave |
| Endless Hallway | 1.55x | 1.20x | Scaling wave |
| Boss Door Breach | 1.85x | 0.92x | Boss HP |
Hallway Coverage Factors
| Geometry | Factor | Use When | Planning Impact |
|---|---|---|---|
| Straight hallway | 0.84x | Enemies pass quickly. | Lower uptime unless range is high. |
| Door choke | 1.00x | Office door or narrow entry. | Good default for FNAF defense checks. |
| Camera corner | 1.16x | Enemies turn inside range. | Raises repeated hit opportunities. |
| Looping arcade path | 1.32x | Path bends back on itself. | Best for long-range defenders. |
| Split corridors | 0.68x | Lane pressure divides. | Lower active coverage. |
| Show stage stack | 1.10x | Enemies spawn into range. | Improves early burst timing. |
Wave & Boss Planning Benchmarks
| Scenario | Typical HP | Count | Targets | Recommended Calculator Setup |
|---|---|---|---|---|
| Camera blind swarm | 500 to 2,000 | 40 to 110 | 2.5 to 5.0 | Test Chica, Mangle, or splash focus with high camera uptime. |
| Door pressure wave | 3,000 to 12,000 | 20 to 60 | 1.6 to 3.0 | Use door choke geometry and moderate stun uptime. |
| Foxy rush lane | 2,000 to 9,000 | 25 to 90 | 1.0 to 2.2 | Raise speed, compare burst focus, and lower AOE targets. |
| Golden stun test | 15,000 to 80,000 | 6 to 18 | 1.0 to 1.8 | Raise control uptime and watch boss lock time. |
| Springtrap breach | 250,000+ | 1 | 1.0 | Set boss mode, force targets to 1, compare single-target DPS. |
For boss-only math, keep average animatronics caught at 1.
Formula Reference
| Metric | Formula | Why It Matters |
|---|---|---|
| Adjusted Hit | Damage x phase x buff x vulnerability x focus | Converts one defender hit into effective damage. |
| Effective Interval | Interval x phase x haste x focus | Lower interval increases attacks per second. |
| AOE Weight | 1 + extra targets x falloff | Credits splash without full damage to every target. |
| Coverage | Range share x geometry x camera x control | Estimates how often enemies stay inside the kill zone. |
| Security Rating | Effective DPS / goal DPS x 100 | Shows whether the lane clears before target time. |
💡Practical Calculation Tips
Tip: When testing a Springtrap-style boss, set average animatronics caught to 1.0 and compare the Boss Lock Time card so splash towers do not receive extra wave-clear credit.
Tip: If the Security Rating is close to 100, improve camera uptime, door hold uptime, or geometry before adding more of the same defender. Better coverage often beats raw stacking on short hallways.
The calculators can
