Overview
The Nerd Ducky, internally referred to as the Nerd Duck, was the final boss of the Ducky Revenge Event and its rerun in the Spring Frenzy Battle Pass on the Hard difficulty, where it appeared on Wave 25. As a major boss, it has very high health and has boss immunities such as being immune to the Nuke fallout damage, the Jester and Biologist's confusion effects, the DJ Booth's slowdown from Drop the Beat and the Toxic Gunner's slowdown. To compensate, it walks quite slowly.
Stats
- Cash
- 156,250 every 12.5% health
- Enemy Type
- boss
- First Wave
- 25 (Hard)
- Flying
- No, Yes (Ducky Decoy only)
- Health
- 1,000,000
- Hidden
- No
- Lead
- No
- Top speed
- Extremely Slow (0.75)
Description
The Nerd Ducky, internally referred to as the Nerd Duck, was the final boss of the Ducky Revenge Event and its rerun in the Spring Frenzy Battle Pass on the Hard difficulty, where it appeared on Wave 25. As a major boss, it has very high health and has boss immunities such as being immune to the Nuke fallout damage, the Jester and Biologist's confusion effects, the DJ Booth's slowdown from Drop the Beat and the Toxic Gunner's slowdown. To compensate, it walks quite slowly. It has six abilities: The first, Ducky Decoy has it jump to another path while also temporarily becoming a Flying enemy, leaving a Mega Ducky without boosted defense behind but with health reduced to 10,000. It always moves paths in a cycle: Starts on yellow, then jumps to orange, then green, then blue and then goes back to yellow. The second, Ducky Stampede has it spawn ten Elite Duckies and one Mega Ducky with 100% Defense. The third, Ducky Reposition, has it target a tower with a beam and swap its location with another tower. The fourth, Ducky Discharge has it supercharge itself, damaging the base by 30 health, stunning all towers for 8 seconds and dealing over 100,000 damage to units. Can reduce the base's health to below zero. If a Bunny Sentry is on the map, it will launch itself at the Nerd Duck, stopping the ability. The fifth, Ducky Blast, has it fire out multiple missiles at a minimum of five targets, applying a 30% Fatigue Debuff (~23.07% firerate increase) to towers for 8 seconds. As for units, it deals no damage and does not affect them in any way.
Logbook Description
"The latest invention by Nerd Duck: a state-of-the-art machine wing-crafted by the mechanist nerd who equipped it with the latest engineering of duck weaponry. With the discovery of the God Shard, its energy output allowed Nerd Duck to harness its power and advance currently known duck technology. This masterpiece stands as Nerd Duck’s prized creation."
Appearance
The Nerd Ducky is a huge mech based on a rabbit, powered by a God Cube fragment. The mech itself is adorned with white plating. In its chest, there is a cockpit where the Nerd Ducky pilots the mech and located on its back is a red core. The arms are more square near the shoulder while the forearms are more circular. Located in both arms are compartments that contain missile launchers, and both arms have four grey fingers. The legs are grey except for the thighs which are white, and the feet resemble that of a rabbit. Finally, the head is flat and heavily resembles that of a rabbit, with red eyes, a small grey nose and two large ears. The Nerd Ducky controlling the giant mech is a small yellow duck with an orange beak, two white teeth and orange flippers. It wears a white shirt, blue swear, a black bowtie and grey glasses.
Event Strategy
As this enemy only appears through Sandbox mode, no strategy section is made for its current version. Instead, a strategy section for the one that appeared without Sandbox mode in Bathroom Approach is listed instead. Nerd Ducky will initially spawn on the left side, however, it will keep hopping between paths afterwards. This makes high range towers, like the Ranger or Pursuit very useful here. The DJ Booth can be used to boost the range of your towers, allowing them to cover more of the track, though this will mostly help out the already high range towers. High DPS towers like the Ranger, Pursuit, Golden Minigunner, Turret or Accelerator are recommended against this. As the Ranger and Pursuit are stun immune, they are immune to most of its attacks except Ducky Blast ability, as they are not fully debuff immune. The Commander and DJ Booth can be used to boost the DPS of these towers. It is recommended to buy Bunny Sentries before Wave 25, as they can stop the Ducky Discharge ability. The Medic can be used to cleanse towers from stuns, but it cannot be used to help with the Fatigue Debuff applied by Nerd Duck's Ducky Blast ability.
Trivia
The Nerd Ducky is the second enemy to specifically target map elements, the first being The Umbra. The Nerd Ducky, however, is the first enemy to be able to destroy map elements, rendering them unusable. When you spawn the Nerd Ducky in a different map, the first ability, Ducky Decoy, has it jump to the exit. The Nerd Ducky quacks were created by Enthrallist using duck calls. The Nerd Ducky is unaffected by enemy appearance modifiers, such as Talk Like a Pirate Day.
Community-sourced from tower-defense-simulator-roblox.fandom.com · Jul 25, 2026






