ACP

=Description=
 * ACP is a heavy tower that constantly stomps the ground to hurt all grounded enemies nearby, with reasonably low damage. Compared to Gatling, the one already made for weak enemies, ACP devotes itself more at crowd control. Each ranks up significantly enhances its fire rate, and range at rank 3.

=Gameplay Notes=
 * ACP is the only tower that will never get distracted and always damage any passer-by, therefore being arguably the most reliable tower against hordes.
 * By calculating how many hits an enemy will take passing through an ACP, one can get the fixed damage it'll suffer from it. Upgrade the tower to a point the enemy under max health cannot get through, one can ensure that no amount of the same enemies can ever do so.
 * The DPS and DPS per Resource columns in the table on this page only take single-target damage into account. The ACP was designed to hit multiple targets at once, so its damage potential increases when more targets are in range.
 * The ACP cannot damage enemies with infinite armor (Bobble Heads, Hoverers, and the Hoverer Queen) and enemies that fly or float (Spitflies, Fiskeplaske, and Healers).
 * Once the Range Spire is aquired, the player and further boost its range to make it covers a greater corner.
 * Its short range almost requires that it be placed at the point of a U-turn in the maze in order to achieve its maximum damage potential. This shortcoming can be overcome by placing a Range Spire nearby.
 * Due to the ACP tower's nature of hitting all targets in its range, a Range Spire may be more effective than an AMP Spire in increasing its damage potential.
 * A square tower formation with a Range Spire in the center, an AMP Spire adjacent to the Range Spire, and ACP towers in the other 23 spots can prove highly effective against many types of waves.

=Trivia=
 * ACP stands for Automatic Crowd Pummeler.

=References=