# Blockade Brigade > A 3D tower defense game on a world you can reshape: bulldoze hills, fill water, raise platforms and build towers higher for more damage, then hold the line against waves of enemies and giant bosses. - Made by TGL Properties, LLC (Chillicothe, OH, US). - Platform: PC, Windows 10, Windows 11 (64-bit). - Genre: Tower defense, Strategy. - [Blockade Brigade — Founder Edition](https://blockadebrigade.com/founder-edition): $9.99, bought on this site; play every test build now. Founders get a free Steam key for the full game when it launches on Steam. Full release price: $14.99. - Towers: 22. Enemy types with their own page: 24 (bosses included). - Contact: info@blockadebrigade.com. Social: https://www.youtube.com/@BlockadeBrigade, https://x.com/BBTowerDefense, https://www.facebook.com/BlockadeBrigade. ## How-to answers and data - [How do I ... (answers)](https://blockadebrigade.com/llms-howto.txt): 45 short answers: installing and updating, signing in, controller and touch, building, upgrading and selling towers, terrain, research, cards, speeds, saving, scores, map codes, map ownership, replays, bug reports and contact. As of game version 0.1.8.32. - [faq.json](https://blockadebrigade.com/llms/faq.json): every question and answer on the FAQ page, with its section and link - [howto.json](https://blockadebrigade.com/llms/howto.json): the "How do I ..." answers of llms-howto.txt, with links - [towers.json](https://blockadebrigade.com/llms/towers.json): every tower: group, role, price, research cost (XP), ground/air, stats and upgrade costs by level, placement, tips; for a tower with a configurer also its heat, cooling, bonuses, research, card values, the stacking formula and build links - [configurers.json](https://blockadebrigade.com/llms/configurers.json): the tower pages with a configurer ("Build it"): how the game stacks level, research, cards, Endless cards, neighbours, height, grass and cooling, card values per rarity, worked examples, the data file, and the #build: link format to make a build link for a player - [enemies.json](https://blockadebrigade.com/llms/enemies.json): every enemy the waves send: ground/flying/boss, first wave, health, armour, shield, speed, gold bounty, lives lost - [versions.json](https://blockadebrigade.com/llms/versions.json): the current game version on Windows, Android and iOS, Steam status and the newest change-log entry ## The game - [About Clanker](https://blockadebrigade.com/about-clanker): Meet the Clanker, Blockade Brigade's small, nervous robot spokesperson: an enemy from wave 6 who narrates the trailer. Watch it and hear his voice lines. ([text](https://blockadebrigade.com/llms-page-about-clanker.txt)) - [What's New (change log)](https://blockadebrigade.com/changelog): Every Blockade Brigade update, newest first: new towers and enemies, improvements, fixes and balance changes, with the version and date of each. ([text](https://blockadebrigade.com/llms-page-changelog.txt)) - [Blockade Brigade — Founder Edition](https://blockadebrigade.com/founder-edition): Blockade Brigade Founder Edition for Windows PC: play every test build now, and get a free Steam key for the full game when it launches on Steam. ([text](https://blockadebrigade.com/llms-founder-edition.txt)) - [Home Page](https://blockadebrigade.com/): Blockade Brigade, a 3D tower defense game for Windows PC: reshape the land, build 22 towers higher, beat 20+ enemy types and 3 bosses, top the leaderboards. ([text](https://blockadebrigade.com/llms-page-home.txt)) - [The Mint](https://blockadebrigade.com/mint): The Mint: the 2026 Blockade Brigade coin. Spin it, flip it, see both faces (the BB cannon emblem and the Clanker) and hear the Commander tell its story. ([text](https://blockadebrigade.com/llms-page-mint.txt)) ## Getting the game and help - [Android: very beta](https://blockadebrigade.com/android): Blockade Brigade on Android is very beta and for testers only: touch controls, two-finger tilt and phone controllers work. Contact us to join the testers. ([text](https://blockadebrigade.com/llms-page-android.txt)) - [Frequently Asked Questions](https://blockadebrigade.com/faq): Blockade Brigade FAQ: getting the game, Founder Edition, accounts, game modes, heat and cooling, towers that boost each other, leaderboards, map codes and more. ([text](https://blockadebrigade.com/llms-page-faq.txt)) - [iOS: in the works](https://blockadebrigade.com/ios): Blockade Brigade for iPhone and iPad is in the works. No date yet; play now on Windows, wishlist on Steam soon, and join the newsletter to hear first. ([text](https://blockadebrigade.com/llms-page-ios.txt)) - [Blockade Brigade on Steam](https://blockadebrigade.com/steam): Blockade Brigade is coming to Steam. Wishlist opens with the store page; play now with the Founder Edition and get a free Steam key at launch. ([text](https://blockadebrigade.com/llms-page-steam.txt)) - [Blockade Brigade for Windows](https://blockadebrigade.com/windows): Blockade Brigade for Windows 10 and 11: the current version, what your PC needs, and how to play now with the Founder Edition before the Steam launch. ([text](https://blockadebrigade.com/llms-page-windows.txt)) ## Towers - [Towers](https://blockadebrigade.com/towers): All 22 towers in Blockade Brigade: Cannon Tower, Power Plant, Acid Tower, Cold Snap, Miner, Sniper Tower, Lightning Tower, Helicopter, SawBlade Tower and more. ([text](https://blockadebrigade.com/llms-cat-towers.txt)) - [Advanced](https://blockadebrigade.com/towers/advanced): Advanced Towers in Blockade Brigade: Acid Tower, Cold Snap, Lightning Tower, SawBlade Tower, Water Pump, Tesla Tower, Laser Tower, Missile Silo and more. ([text](https://blockadebrigade.com/llms-cat-towers-advanced.txt)) - [Basic](https://blockadebrigade.com/towers/basic): Basic Towers in Blockade Brigade: Cannon Tower, Sniper Tower, Helicopter, Cluster Mortar and Airport. Costs, damage, range and tips for each one. ([text](https://blockadebrigade.com/llms-cat-towers-basic.txt)) - [Utility](https://blockadebrigade.com/towers/utility): Utility Towers in Blockade Brigade: Power Plant, Miner, Repair Drones, Support Station, Gravity Well and Portal Tower. ([text](https://blockadebrigade.com/llms-cat-towers-utility.txt)) - [Acid Tower](https://blockadebrigade.com/towers/acid): The Acid in Blockade Brigade: 120 gold, ground only. Its hoses, splash, armour damage, every level's stats, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-acid.txt)) - [Airport](https://blockadebrigade.com/towers/airport): The Airport in Blockade Brigade: 800 gold, planes that hit ground and air. Planes per level, ground work, every level's stats, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-airport.txt)) - [Cannon Tower](https://blockadebrigade.com/towers/cannon): The Cannon in Blockade Brigade: 50 gold, hits ground and air. Every level's stats, how it overheats and how water and the Cold Snap cool it, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-cannon.txt)) - [Cluster Mortar](https://blockadebrigade.com/towers/cluster_mortar): The Cluster Mortar in Blockade Brigade: 250 gold, a lobbed shell that bursts into up to 12 bomblets. Levels, blast sizes, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-cluster_mortar.txt)) - [Cold Snap](https://blockadebrigade.com/towers/cold_snap): The Cold Snap in Blockade Brigade: 75 gold, slows and freezes enemies and cools hot guns. Slow, freeze, cooling, levels, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-cold_snap.txt)) - [Drone Hive](https://blockadebrigade.com/towers/drone_hive): The Drone Hive in Blockade Brigade: 375 gold, ground and air. Its drones, how far they chase, every level's stats, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-drone_hive.txt)) - [Gravity Well](https://blockadebrigade.com/towers/gravity_well): The Gravity Well in Blockade Brigade: 400 gold, pulls ground enemies into one held knot for your splash guns. Levels, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-gravity_well.txt)) - [Helicopter](https://blockadebrigade.com/towers/helicopter): The Helicopter in Blockade Brigade: 200 gold, an attack helicopter that hits ground and air. Guns, rockets, damage focus, levels, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-helicopter.txt)) - [Laser Tower](https://blockadebrigade.com/towers/laser): The Laser in Blockade Brigade: a beam that ramps to 6x on one target and keeps going. Levels, heat and cooling, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-laser.txt)) - [Lightning Tower](https://blockadebrigade.com/towers/lightning): The Lightning in Blockade Brigade: 125 gold, chain lightning that hits ground and air. Chains, shock, Overcharge, heat, every level and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-lightning.txt)) - [Magnet Tower](https://blockadebrigade.com/towers/magnet): The Magnet in Blockade Brigade: 325 gold, tears armour off enemies and fires it back as heavy slugs. Silo, press, drones, levels, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-magnet.txt)) - [Miner](https://blockadebrigade.com/towers/miner): The Miner in Blockade Brigade: 150 gold, gold every wave from a hilltop. Hill height, upgrades, the gold in the mine, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-miner.txt)) - [Missile Silo](https://blockadebrigade.com/towers/missile_silo): The Missile Silo in Blockade Brigade: 200 gold, hits ground and air. Its salvos, blast, blind spot, every level's stats, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-missile_silo.txt)) - [Portal Tower](https://blockadebrigade.com/towers/portal): The Portal in Blockade Brigade: 475 gold, sends up to 5 ground enemies back down the path. Distance, Power, levels, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-portal.txt)) - [Power Plant](https://blockadebrigade.com/towers/power_plant): The Power Plant in Blockade Brigade: 200 gold, makes 40 to 120 power. How power works, how many towers it runs, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-power_plant.txt)) - [Railgun Tower](https://blockadebrigade.com/towers/railgun): The Railgun in Blockade Brigade: 450 gold, a charged slug that pierces a line of up to 7 enemies. Levels, heat, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-railgun.txt)) - [Repair Drones](https://blockadebrigade.com/towers/repair_drones): The Repair Drones tower in Blockade Brigade: 300 gold, drones that repair base lives after each wave. Drones per level, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-repair_drones.txt)) - [SawBlade Tower](https://blockadebrigade.com/towers/saw_blade): The SawBlade in Blockade Brigade: 150 gold, rolls a blade down the path that cuts every ground enemy it passes. Levels, turns, bleed, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-saw_blade.txt)) - [Sniper Tower](https://blockadebrigade.com/towers/sniper): The Sniper in Blockade Brigade: 500 gold, a long-range gun that hits ground and air but not up close. Levels, the blind spot, armour, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-sniper.txt)) - [Support Station](https://blockadebrigade.com/towers/support_station): The Support Station in Blockade Brigade: 600 gold, boosts the damage, reload and range of towers in reach by up to +100%. Levels, research, FAQ. ([text](https://blockadebrigade.com/llms-page-towers-support_station.txt)) - [Tesla Tower](https://blockadebrigade.com/towers/tesla): The Tesla in Blockade Brigade: 600 gold, up to 5 bolts a shot plus chain jumps. Every level, heat and cooling, research and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-tesla.txt)) - [Water Pump](https://blockadebrigade.com/towers/water_pump): The Water Pump in Blockade Brigade: 500 gold, stands on water and puts Infernos out in one hit. Hoses, water bonus, levels and FAQ. ([text](https://blockadebrigade.com/llms-page-towers-water_pump.txt)) ## Enemies - [Enemies](https://blockadebrigade.com/enemies): All 24 enemies in Blockade Brigade: Tin Trooper, Raptor, Tank, Razorwing, Drone, Hexguard, Bug, Clanker, Inferno, Spider, Heavy Knight, UFO, Blob and more. ([text](https://blockadebrigade.com/llms-cat-enemies.txt)) - [Bosses](https://blockadebrigade.com/enemies/bosses): Bosses in Blockade Brigade: Giant Worm, Blimp Boss and Mech Boss. Each of these three costs several lives if it reaches the base. ([text](https://blockadebrigade.com/llms-cat-enemies-bosses.txt)) - [Flying](https://blockadebrigade.com/enemies/flying): Flying Enemies in Blockade Brigade: Razorwing, Drone, Bug, UFO, Raider and Triangle UFO. Health, armour, speed and first wave of each. ([text](https://blockadebrigade.com/llms-cat-enemies-flying.txt)) - [Ground](https://blockadebrigade.com/enemies/ground): Ground Enemies in Blockade Brigade: Tin Trooper, Raptor, Tank, Hexguard, Clanker, Inferno, Spider, Heavy Knight, Blob, Spiderling, Alien, Paratrooper and more. ([text](https://blockadebrigade.com/llms-cat-enemies-ground.txt)) - [Alien](https://blockadebrigade.com/enemies/alien): Alien, a ground enemy in Blockade Brigade, first comes in wave 12. 85 health, 5 armour, speed 2 and 10 gold bounty. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-alien.txt)) - [Blimp Boss](https://blockadebrigade.com/enemies/blimp_boss): Blimp Boss, a boss in Blockade Brigade, first comes in wave 20. 3,000 health, speed 2 and 500 gold bounty. Costs 10 lives if it gets through. Full stats. ([text](https://blockadebrigade.com/llms-page-enemies-blimp_boss.txt)) - [Blob](https://blockadebrigade.com/enemies/blob): Blob, a ground enemy in Blockade Brigade, dropped by the UFO from wave 9. 1 health, speed 0 and 0 gold bounty. Traits: does not walk. Full stats. ([text](https://blockadebrigade.com/llms-page-enemies-blob.txt)) - [Bug](https://blockadebrigade.com/enemies/bug): Bug, a flying enemy in Blockade Brigade, first comes in wave 5. 60 health, speed 3.2 and 12 gold bounty. Traits: fast, flyer. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-bug.txt)) - [Clanker](https://blockadebrigade.com/enemies/clanker): Clanker, a ground enemy in Blockade Brigade, first comes in wave 6. 400 health, 25 armour, speed 0.8 and 40 gold bounty. Small armored robot with heavy plating. ([text](https://blockadebrigade.com/llms-page-enemies-clanker.txt)) - [Domeguard](https://blockadebrigade.com/enemies/domeguard): Domeguard, a ground enemy in Blockade Brigade, first comes in wave 25. 150 health, 250 armour, speed 1.6 and 60 gold bounty. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-domeguard.txt)) - [Drone](https://blockadebrigade.com/enemies/drone): Drone, a flying enemy in Blockade Brigade, first comes in wave 4. 80 health, speed 2.8 and 18 gold bounty. Quadcopter drone that upgrades as waves progress. ([text](https://blockadebrigade.com/llms-page-enemies-drone.txt)) - [Escort](https://blockadebrigade.com/enemies/escort): Escort, a ground enemy in Blockade Brigade, comes with the Domeguard from wave 25. 40 health, 10 armour, speed 1.8 and 4 gold bounty. A little robot trooper. ([text](https://blockadebrigade.com/llms-page-enemies-escort.txt)) - [Giant Worm](https://blockadebrigade.com/enemies/giant_worm): Giant Worm, a boss in Blockade Brigade, first comes in wave 10. 2,000 health, 50 armour, speed 0.8 and 150 gold bounty. Costs 5 lives if it gets through. ([text](https://blockadebrigade.com/llms-page-enemies-giant_worm.txt)) - [Heavy Knight](https://blockadebrigade.com/enemies/heavy_knight): Heavy Knight, a ground enemy in Blockade Brigade, first comes in wave 8. 400 health, 25 armour, speed 0.8 and 35 gold bounty. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-heavy_knight.txt)) - [Hexguard](https://blockadebrigade.com/enemies/hexguard): Hexguard, a ground enemy in Blockade Brigade, first comes in wave 5. 100 health, 15 armour, 80 shield, speed 1.8 and 20 gold bounty. Traits: shielded, armoured. ([text](https://blockadebrigade.com/llms-page-enemies-hexguard.txt)) - [Inferno](https://blockadebrigade.com/enemies/inferno): Inferno, a ground enemy in Blockade Brigade, first comes in wave 6. 180 health, 15 armour, speed 1.6 and 30 gold bounty. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-inferno.txt)) - [Mech Boss](https://blockadebrigade.com/enemies/mech_boss): Mech Boss, a boss in Blockade Brigade, first comes in wave 28. 2,500 health, 300 armour, speed 0.5 and 400 gold bounty. Costs 10 lives if it gets through. ([text](https://blockadebrigade.com/llms-page-enemies-mech_boss.txt)) - [Paratrooper](https://blockadebrigade.com/enemies/paratrooper): Paratrooper, a ground enemy in Blockade Brigade, dropped by the Blimp Boss from wave 20. 75 health, 12 armour, speed 1.8 and 20 gold bounty. Traits: armoured. ([text](https://blockadebrigade.com/llms-page-enemies-paratrooper.txt)) - [Quad Bot](https://blockadebrigade.com/enemies/quad_bot): Quad Bot, a ground enemy in Blockade Brigade, not sent by the normal waves. 900 health, 45 armour, speed 0.65 and 75 gold bounty. Full stats. ([text](https://blockadebrigade.com/llms-page-enemies-quad_bot.txt)) - [Raider](https://blockadebrigade.com/enemies/raider): Raider, a flying enemy in Blockade Brigade, first comes in wave 15. 170 health, speed 3.2 and 24 gold bounty. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-raider.txt)) - [Raptor](https://blockadebrigade.com/enemies/raptor): Raptor, a ground enemy in Blockade Brigade, first comes in wave 2. 50 health, speed 4 and 5 gold bounty. Quick but fragile enemy that rushes through defenses. ([text](https://blockadebrigade.com/llms-page-enemies-raptor.txt)) - [Razorwing](https://blockadebrigade.com/enemies/razorwing): Razorwing, a flying enemy in Blockade Brigade, first comes in wave 4. 100 health, speed 2.5 and 15 gold bounty. Traits: flyer. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-razorwing.txt)) - [Spider](https://blockadebrigade.com/enemies/spider): Spider, a ground enemy in Blockade Brigade, first comes in wave 7. 60 health, speed 3.5 and 8 gold bounty. Traits: fast. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-spider.txt)) - [Spiderling](https://blockadebrigade.com/enemies/spiderling): Spiderling, a ground enemy in Blockade Brigade, hatched by the Giant Worm from wave 10. 45 health, 5 armour, speed 2.5 and 2 gold bounty. Traits: armoured. ([text](https://blockadebrigade.com/llms-page-enemies-spiderling.txt)) - [Tank](https://blockadebrigade.com/enemies/tank): Tank, a ground enemy in Blockade Brigade, first comes in wave 3. 300 health, 10 armour, speed 1 and 25 gold bounty. Traits: armoured, slow. Full stats. ([text](https://blockadebrigade.com/llms-page-enemies-tank.txt)) - [Tin Trooper](https://blockadebrigade.com/enemies/tin_trooper): Tin Trooper, a ground enemy in Blockade Brigade, first comes in wave 1. 100 health, speed 2 and 10 gold bounty. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-tin_trooper.txt)) - [Triangle UFO](https://blockadebrigade.com/enemies/triangle_ufo): Triangle UFO, a flying enemy in Blockade Brigade, first comes in wave 20. 110 health, speed 2.4 and 22 gold bounty. Full stats and a spinning model. ([text](https://blockadebrigade.com/llms-page-enemies-triangle_ufo.txt)) - [UFO](https://blockadebrigade.com/enemies/ufo): UFO, a flying enemy in Blockade Brigade, first comes in wave 9. 120 health, 30 shield, speed 1.8 and 25 gold bounty. Traits: shielded, flyer. Full stats. ([text](https://blockadebrigade.com/llms-page-enemies-ufo.txt)) ## Strategy guides - [Strategies](https://blockadebrigade.com/strategies): Blockade Brigade strategy guides: the first ten waves, terrain and height, gold and Miners, armour, shields and flyers, power and heat, and beating the bosses. ([text](https://blockadebrigade.com/llms-page-strategies.txt)) - [Armour, Shields and Flyers](https://blockadebrigade.com/strategies/armour-shields-flyers): Which Blockade Brigade towers beat armoured, shielded and flying enemies: who carries armour and shields from which wave, and the towers that answer each one. ([text](https://blockadebrigade.com/llms-page-strategies-armour-shields-flyers.txt)) - [Worm, Blimp, Mech](https://blockadebrigade.com/strategies/bosses): Blockade Brigade boss guide: when the Giant Worm, Blimp Boss and Mech Boss arrive, their health, armour and lives cost, and the towers that bring them down. ([text](https://blockadebrigade.com/llms-page-strategies-bosses.txt)) - [Gold, Miners and Reward Cards](https://blockadebrigade.com/strategies/economy): Where gold comes from in Blockade Brigade: kill bounties, selling towers, Miners on hills, reward cards and rarities, rerolls, the Reward Store and research. ([text](https://blockadebrigade.com/llms-page-strategies-economy.txt)) - [Your First Ten Waves](https://blockadebrigade.com/strategies/first-ten-waves): Beginner guide to Blockade Brigade: where to build your first Cannon Towers, why bends and hills matter, what comes before wave ten and what to research. ([text](https://blockadebrigade.com/llms-page-strategies-first-ten-waves.txt)) - [Power and Heat](https://blockadebrigade.com/strategies/power-and-heat): How power works in Blockade Brigade: what each tower needs, what happens when power runs short, Power Plants, and cooling hot guns with Cold Snap and water. ([text](https://blockadebrigade.com/llms-page-strategies-power-and-heat.txt)) - [Terrain Is a Weapon](https://blockadebrigade.com/strategies/terrain): Height, platforms and the bulldozer in Blockade Brigade: +8% damage and +0.5 range per level, platform sizes and stacking, digging, filling and the Airport. ([text](https://blockadebrigade.com/llms-page-strategies-terrain.txt)) - [Every Tower's Job](https://blockadebrigade.com/strategies/tower-roles): Every Blockade Brigade tower and its job: crowds, armour, reach, control, support and gold. Each tower's price, main strength and the second thing it does well. ([text](https://blockadebrigade.com/llms-page-strategies-tower-roles.txt)) ## Community and leaderboards - [Discuss (community forum)](https://blockadebrigade.com/discuss): The Blockade Brigade community forum: strategy talk, map codes worth trying, bug reports and feature requests with where each one stands. Free to read. ([text](https://blockadebrigade.com/llms-page-discuss.txt)) - [Leaderboards](https://blockadebrigade.com/leaderboards): Blockade Brigade leaderboards: the top players on the Standard map, every scenario and challenge, and shared maps. A game goes on the boards when it ends. ([text](https://blockadebrigade.com/llms-page-leaderboards.txt)) - [Forum: Bugs](https://blockadebrigade.com/discuss/bugs): Bug reports, crashes and site problems. Read the pinned guide before posting. ([text](https://blockadebrigade.com/llms-page-discuss-bugs.txt)) - [Forum: General](https://blockadebrigade.com/discuss/general): Anything that fits nowhere else. ([text](https://blockadebrigade.com/llms-page-discuss-general.txt)) - [Forum: Maps](https://blockadebrigade.com/discuss/maps): Share map codes and scenario runs worth trying. ([text](https://blockadebrigade.com/llms-page-discuss-maps.txt)) - [Forum: Feature Requests](https://blockadebrigade.com/discuss/requests): Ideas for the game and the website, and where each one stands: Open, Pending or Added. ([text](https://blockadebrigade.com/llms-page-discuss-requests.txt)) - [Forum: Strategy](https://blockadebrigade.com/discuss/strategy): Tower builds, research paths, how far you got and how. ([text](https://blockadebrigade.com/llms-page-discuss-strategy.txt)) - [Maps and map codes](https://blockadebrigade.com/leaderboards/maps): Every Blockade Brigade map you can play: Standard, the scenarios and challenges, and shared maps, each with its map code and its own leaderboard. ([text](https://blockadebrigade.com/llms-page-leaderboards-maps.txt)) ## Help and legal - [Contact](https://blockadebrigade.com/contact): Contact the Blockade Brigade team: questions about the game, the Founder Edition, game keys, your account or the website. ([text](https://blockadebrigade.com/llms-page-contact.txt)) - [Privacy and Cookie Policy](https://blockadebrigade.com/privacy-policy-cookie-restriction-mode): How blockadebrigade.com and the Blockade Brigade game collect, use and protect your data, the cookies the site uses, and how to choose what the game sends. ([text](https://blockadebrigade.com/llms-page-privacy-policy-cookie-restriction-mode.txt)) - [Terms and Conditions](https://blockadebrigade.com/terms-and-conditions): The terms for buying and playing Blockade Brigade: the Founder Edition, game keys and the licence check, refunds, leaderboards, fair play and open-source parts. ([text](https://blockadebrigade.com/llms-page-terms-and-conditions.txt)) ## More pages - [Delete your account](https://blockadebrigade.com/delete-account): How to delete your Blockade Brigade account (by TGL Properties, LLC), what we delete, what we keep and for how long. ([text](https://blockadebrigade.com/llms-page-delete-account.txt)) ## Player profiles and account pages - Player profile: https://blockadebrigade.com/players// shows a player's picture, overall ranking, stats from ranked games, maps they own, best result per board with its replay, and last 10 games. Names on the leaderboards and in the forum link to it. - [Unfinished games](https://blockadebrigade.com/leaderboards/unfinished): signed in, your ranked games that never ended, each with Publish now to put it on the leaderboards at its last wave. Only you see them until then. - [My Maps](https://blockadebrigade.com/leaderboards/my-maps): signed in, the maps you own, with Edit rules for each. - My Account also holds Devices (computers that stay signed in; Revoke), Allowed places, Profile picture and Account Information (screen name). ## Optional - [Everything in one file](https://blockadebrigade.com/llms-full.txt): the how-to answers and every page (towers, enemies, strategy guides, FAQ, platforms) as text - [Field Guide](https://blockadebrigade.com/field-guide/): every tower and enemy model in 3D, in the browser --- # Blockade Brigade: how do I ...? > Short answers to the questions players ask most: getting and updating the game, signing in, controls, building, terrain, heat and cooling, towers that boost each other, power, research, cards, speeds, saving, scores, map codes, map ownership, replays, bug reports and contact. - Page: https://blockadebrigade.com/llms-howto.txt - Site: Blockade Brigade, a tower defense game for Windows PC (https://blockadebrigade.com/) - Last updated: 2026-10-28 - Text generated: 2026-11-02 07:34 UTC As of game version 0.1.8.32 (answers updated 2026-10-28). Machine-readable copy: https://blockadebrigade.com/llms/howto.json ## Getting and updating the game ### How do I get Blockade Brigade? Buy the [Founder Edition](https://blockadebrigade.com/founder-edition) on blockadebrigade.com, sign in with that account and open the download page (it is only for owners). Got a game key? Redeem it on your account and the download appears on the same page. The game runs on Windows 10 and 11 (64-bit). It is coming to Steam; Founder Edition owners get a free Steam key for the full game at launch. Android is very beta for a small group of testers (no public download) and iPhone/iPad is in the works. See: [Windows](https://blockadebrigade.com/windows), [Steam](https://blockadebrigade.com/steam), [Android](https://blockadebrigade.com/android), [iOS](https://blockadebrigade.com/ios) ### How do I install it? On the download page run the Windows installer. It needs no admin rights and adds Start menu and desktop shortcuts. A newer installer installs over the old version and keeps your saves. See: [FAQ](https://blockadebrigade.com/faq) ### How do I update the game? The game checks for a new version each time you sign in. When one is out, the Update available button in the bottom-right corner of the main menu turns green. Open Settings > About, choose Download update, then Restart to update. Your saves stay. What changed is on What's New. See: [What's New](https://blockadebrigade.com/changelog) ## Account and signing in ### How do I sign in, and do I need an account? Your account is a blockadebrigade.com account: make one on the website or in the game (Sign In in the top-right corner of the main menu, then Create Account; confirm the email). Sign in with your email and password. The game needs it to check your Founder Edition, for the leaderboards, and to keep your XP, research, cards and newest saves on your account so you can carry on from another computer. See: [FAQ: accounts](https://blockadebrigade.com/faq#accounts) ### How do I stay signed in? Tick Remember me when you sign in. The game then keeps you signed in as long as you play at least once a month; your password is never stored. Sign Out (Settings > Account) ends it on that computer. On the website, My Account > Devices lists every computer that stays signed in: Revoke one, or Sign out everywhere. Forgot your password? Use Forgot your password? on the sign-in page. ### How do I change my screen name or profile picture? In the game under Settings > Account, or on the website under My Account (Account Information for the screen name, Profile picture for the picture). Both show on the leaderboards, in the forum and on your profile page. ## Controls ### Can I play with a controller? Yes: PlayStation, Xbox, Backbone and most others. The left stick moves a pointer, Cross / A clicks, Circle / B goes back, Triangle / Y starts the wave, the right stick moves the camera, L2 / R2 zoom and L1 / R1 turn. Settings > Controller shows the controller that is plugged in and lets you move any action to another button; Reset puts the standard layout back. ### Does it work on a touch screen? Yes. Tap a tile to place the tower you picked, or drag to see it just above your finger and let go to place it. One finger moves the map; two fingers pinch to zoom, twist to turn and slide up or down to tilt. ### What are the keyboard shortcuts? By default: Escape or P pause, O starts the wave, 1-5 set the speed (6 and 7 for 10x and 20x near the end of a wave), F1-F5 pick towers 1-5 of the open build tab, R turns a tower while placing, W A S D or the arrow keys move the camera, Q and E turn it, Z and X tilt it, Home puts it back. Esc always works for the menu. Change any key in Settings > Controls. ## Building and terrain ### How do I place a tower? Pick a tower on the build menu at the bottom of the screen (tabs by group, or the F1-F5 keys for the open tab), then click a tile. Each tower costs gold, and every further tower of the same kind costs more: 20% of its price more each time (Cannon Tower 50, 60, 70, 80...). Most towers also need power, which a Power Plant makes. A Miner goes on a level hilltop only, and a Water Pump on water. See: [Your first ten waves](https://blockadebrigade.com/strategies/first-ten-waves), [Power and heat](https://blockadebrigade.com/strategies/power-and-heat) ### How do I upgrade a tower? Click the tower to open its panel, then press Upgrade (the gold button). The panel shows what the next level gives and costs. Towers go up to level 5 or 10. In the same panel you set its target priority (which enemy it shoots first). See: [Towers](https://blockadebrigade.com/towers) ### How do I sell a tower? Click the tower and press Sell (the red button). Within 15 seconds of placing it you get everything back; after that you get 75% of all you paid for it (price plus upgrades), and the next tower of that kind is cheaper again. ### How do I reshape the terrain? Use the Terrain tab of the build menu (the bulldozer): Clear $50; Level $100; Fill $100; Pave $50; Dig $250; Dig Hill $100 a level of height. Dig Hill and Level earn 25 terrain a level, which Fill spends. Height matters: a tower standing higher hits harder and reaches further, and platforms (unlocked by research) lift a tower anywhere you can build. See: [Terrain is a weapon](https://blockadebrigade.com/strategies/terrain) ### What does the Laser panel's Locked Target section show? The enemy its beam holds, that enemy's health now and when the lock began, damage dealt, DPS and the damage ramp, time held, an estimated time to kill, heat, and how the last lock ended. See: [Laser](https://blockadebrigade.com/towers/laser) ## Towers working together: heat, cooling, boosts and power ### My guns overheat. Why, and what can I do? Some guns build heat as they fire: Cannon, Tesla, Lightning, Railgun, Laser. Every shot adds heat (Cannon 30 C, Tesla 55 C, Lightning 85 C, Railgun 220 C) and the barrel cools back toward 20 C on its own. At 400 C a gun shows OVERHEATED, smokes and stops firing until it is back under 250 C. The Laser is different: when its heat bar fills it fires one burst at 2x damage, then rests 2 seconds. The faster a gun fires (upgrades, fire-rate cards) the hotter it runs. To keep it firing: stand it in a Cold Snap's snow, put water beside it, or both (see the next answers); a gun that is not firing cools by itself. The tower panel's heat gauge shows how hot it is and what is cooling it. See: [Power and heat](https://blockadebrigade.com/strategies/power-and-heat), [FAQ: towers working together](https://blockadebrigade.com/faq#tower-teamwork) ### How does the Cold Snap cool my other towers? A hot gun inside a Cold Snap's range sheds heat 2x as fast at Cold Snap level 1, plus 0.5x for every level after (6.5x at level 10). Only the strongest Cold Snap over a gun counts (they do not add up), and one without power cools nothing. Select a Cold Snap to see which guns it cools: they glow icy blue (faintly when a stronger Cold Snap does the work), and its panel reads like "Cooling 4 towers - heat drops 3x faster". While placing a hot gun, its ghost shows the cooling that spot gets. The Cold Snap also slows enemies (a critical hit freezes them), so they stay longer in front of every other gun; it cannot slow Infernos. See: [Cold Snap](https://blockadebrigade.com/towers/cold_snap) ### Why does my Cannon overheat, and what is enough to cool it? A Cannon fired nonstop levels off where the heat it adds matches the heat it sheds; up to level 4 that is under 400 C, so it never overheats on its own. From level 5 it does: a level-10 Cannon needs to shed heat 1.8x as fast (two water tiles or a level-1 Cold Snap is enough), and with four Cannons beside it (+40% fire rate) 2.5x. An overheated Cannon is quiet about 3 seconds on its own. The Cannon page has every level's numbers. See: [Cannon](https://blockadebrigade.com/towers/cannon), [Power and heat](https://blockadebrigade.com/strategies/power-and-heat) ### How does water cool my towers? Does the Water Pump do it? Water on a tile right beside a gun cools it: 1.5x as fast with one water tile, +0.5x for each more (up to 3x with water on all four sides); a small cooling pump appears on the gun's base. Water and Cold Snap snow add up (a level-1 Cold Snap and one water tile give 2.5x). Connected towers of one type share their water: a chain counts one more water tile for each tower beyond the first, up to 12 tiles. The Water Pump itself does not cool other towers: it is a tower that stands on water, blasts Infernos and gets stronger for each water tile around it. No water where you need it? The bulldozer's Dig makes a water tile. See: [Terrain is a weapon](https://blockadebrigade.com/strategies/terrain) ### Do towers of the same type boost each other when built together? Yes. Each tower gets +15% damage and +10% fire rate for every tower of its own type on the four sides of its tile (corners do not count), so at most four neighbours: +60% damage and +40% fire rate. A neighbour more than about 5 levels higher or lower does not count, and different types never boost each other. Missile Silos get more: +25% damage, +20% fire rate and +10% against armour per neighbouring silo. Miners beside Miners earn more, and Power Plants beside each other make more power. Connected towers of one type also need 25% less power each and share their water for cooling. To see it: the placement ghost shows a line such as "2 Cannons beside: +30% damage, +20% fire rate", and a built tower's panel shows the bonus in yellow as "+30% adj". See: [FAQ: towers working together](https://blockadebrigade.com/faq#tower-teamwork) ### Should I cluster my towers or spread them out? Cluster towers of the same type (the neighbour bonus, cheaper power and shared cooling), placed where the path passes close or bends round them so the whole block reaches it. Spread out the helpers that do not add up: only the strongest Cold Snap over a gun cools it, and a tower takes only the strongest boost of each kind from Support Stations, so give each its own group of guns. ### What does the Support Station do? It never shoots. It boosts every other tower in its range in three tracks: damage, reload speed and range, each +25% per step up to +100%. Each upgrade adds a step to the track you pick as its focus (level 12 has all three at +100%). Stations do not stack: a tower gets the strongest boost of each kind from any one station. Height makes its boosts stronger. Its damage boost also raises a Miner's income and a Power Plant's output; it never boosts another Support Station, and without power it boosts nothing. Select it to see the towers it boosts tinted green; a tower's placement ghost shows the boost a spot gets. It costs 600 gold. See: [Support Station](https://blockadebrigade.com/towers/support_station) ### Does it matter where I place a tower? Yes. Each level of height (hill or platforms) gives +8% damage and +0.5 range. A tower on grass loses 5% damage (not on a platform). Same-type neighbours, a Support Station's range, a Cold Snap's snow (for hot guns) and water beside it all add more. Before you pay, the tower's placement ghost lists what the spot gives, or "No bonus on this spot". See: [Terrain is a weapon](https://blockadebrigade.com/strategies/terrain) ### How does power work, and what does the Power Plant do? Most towers need power; the base gives 60 for free. A Power Plant (200 gold, no research, does not shoot) makes 40 power, +20 per upgrade up to 120 at level 5; it makes more standing higher and beside other plants. There are no cables: one supply for the map. A tower's need grows with its level and it draws its full need only while it has a target. When the need is more than the supply, towers farthest from the base go short first: LOW POWER means it tracks but cannot fire, NO POWER means it does nothing. You can switch a tower off in its panel to save power. The top bar shows power used against power you have. See: [Power and heat](https://blockadebrigade.com/strategies/power-and-heat), [Power Plant](https://blockadebrigade.com/towers/power_plant) ### Which towers work well together? Cold Snap + Laser: the Laser grows stronger the longer it holds one target, slowed and frozen enemies stay in its beam, and the snow keeps it cool. Gravity Well + Cluster Mortar or Missile Silo: the well drags ground enemies into one bunch and mortars and silos in its range fire at it the moment it opens. Magnet + any guns: it tears armour off enemies, so every hit after does more. Portal + a strong stretch of guns: it drops enemies back down the path to walk past them again. A Support Station in the middle of your best guns, or among Miners for more gold. A row of Cannons along water: neighbour bonus, cheaper power and cooling at once. See: [Strategies](https://blockadebrigade.com/strategies) ## Research and cards ### How does research work? Every enemy you defeat earns XP for your account. Spend it in Upgrades & Research (main menu), or with the Research button on the top bar between waves (the game pauses while it is open). New towers cost 10,000 to 200,000 XP; research also improves your towers and unlocks options such as platforms and card tools. The first game you finish and the first time you beat wave 10 each give a one-time XP bonus. See: [Gold, Miners and reward cards](https://blockadebrigade.com/strategies/economy) ### How do the end-of-wave cards work? After each wave you pick one card: a stat boost for a tower, a gold card, or another card (rerolls, lives, one more card, a tower on loan). Tabs sort them: All, Favourite, Economy, Towers and Other; the keys 1-9 pick a card. Gold cards: Instant Gold gives gold now, at least 40 + 15 for each wave played; Gold Drop makes every kill pay 2% to 10% more for the rest of the game and comes 5 times a game, then that place offers Instant Gold or a Miner card instead. See: [Gold, Miners and reward cards](https://blockadebrigade.com/strategies/economy) ### How do I reroll the cards or buy more? Press Reroll on the card screen for a fresh hand; you start a game with 6 rerolls. The Reward Store on the card screen sells a Reroll Pack (3 rerolls for 150 gold) and an Extra Card Draw (one more card on every screen for the rest of the game: 500 gold, then 500 more for each one after). ### How do I hold a card, or choose favourite and filtered towers? These are card research: Hold a Card adds a Hold button on the card screen (the held card comes back on later screens until you take it); Favourite Towers makes chosen towers count as on your map for the cards; Card Filter keeps chosen towers out of the cards (you can still build them). The buttons are on the card screen and in the Cards list, shown locked until researched. Towers you choose there apply from your next game. ### How much does a Miner cost? 150 gold, and each Miner after the first costs 40% more (150, 210, 293, 411...). Its upgrades cost 150, 300, 600 gold. It must stand on a level hilltop, needs no power and earns gold each wave. See: [Miner](https://blockadebrigade.com/towers/miner), [Gold, Miners and reward cards](https://blockadebrigade.com/strategies/economy) ## Playing a game ### What kinds of games can I play? From Start Game: a Standard Game (a map that grows as you play; reach wave 50 to win, then keep going), a Custom Map (choose the size, terrain, number of waves and more), Scenarios (hand-built maps with set waves, and challenges with their own rules) and Map Code (play exactly the map someone shared). See: [Maps](https://blockadebrigade.com/leaderboards/maps) ### How do I speed the game up? Use the speed buttons on the top bar (or keys 1-5) for 1x to 5x. When 5 or fewer enemies are left in a wave and no more are coming, 10x and 20x unlock (keys 6 and 7) to finish it fast; they go away when the next wave starts and the game returns to your speed. If a battle runs slowly the game offers once to switch off heavy effects for that game. ### How do I save and load a game? Pause (Esc or P) and choose Save Game; carry on later from Load Game on the main menu. Signed in, your newest saves are also kept on your account. After a lost wave, Retry Wave on the game over screen goes back to just before it. Saving and quitting keeps a ranked game off the leaderboards until you end it. ## Scores, maps and replays ### How do I post a score to the leaderboards? Sign in and allow leaderboards when the game asks about Online features (Settings > General). From wave 5 your game is saved to your account wave by wave, and its score goes on the boards when the game ends: when you lose, when you win, or when you choose End game & post score in the pause menu. Without internet, scores wait on your computer and are sent the next time you play. Players are ranked by waves (bonus waves included), then lives left, then the faster time, then DPS. See: [Leaderboards](https://blockadebrigade.com/leaderboards), [FAQ](https://blockadebrigade.com/faq#leaderboards) ### My game never ended (crash, closed, no internet). Can I still post it? Yes. On the website, My Account > Unfinished games lists your ranked games that never ended, each with Publish now, which puts it on the leaderboards at its last finished wave: a crash partway through wave 37 publishes wave 36. Only you see them until then. Start the game once before you publish: waves it could not send (no internet, the website down, a crash) are kept on your computer and sent when you next start the game or sign in, so the newest wave is there first. See: [Unfinished games](https://blockadebrigade.com/leaderboards/unfinished) ### How do I share my map code? Choose Share Map in the pause menu or on the game over screen (once the game has reached wave 5): COPY CODE copies it, OPEN ON WEBSITE opens the map's page, and you can post it to X. ### How do I play a map code someone shared? In the game choose Start Game, then Map Code, and type the code; or press Play next to any map on the website's maps page (it opens the installed game). You choose Owner's Rules (everyone plays with the same towers, research, gold, lives and rerolls, and gets the same cards on the same wave) or Unlocked (your own research). Your own research is never changed. See: [Maps and map codes](https://blockadebrigade.com/leaderboards/maps) ### How do I become a map's owner? Beat wave 10 on a map nobody owns. The first finished game that beat wave 10 owns the map (it counts once that game has ended and its score is on the boards, or once you publish it from Unfinished games). The top bar shows the owner, or Unclaimed with your progress (wave 7 / 10), and "Claim when you end it" once you have beaten wave 10. Make a Custom Map or play a new Standard map to find one that is free; scenarios have no owner. See: [FAQ](https://blockadebrigade.com/faq#how-do-i-become-a-map-s-owner) ### How do I change my map's rules? In My Maps (main menu, or My Account > My Maps on the website) choose Edit rules: the allowed towers and their research (up to your own level), starting gold, lives, rerolls and reroll packs, bonus waves, map pictures and a full-map preview. Before anyone scores the rules simply change; once the map has scores, saving starts a new rules version with a fresh board. See: [My Maps](https://blockadebrigade.com/leaderboards/my-maps) ### How do I watch replays? Your best game on each map is kept as a replay. On a map's page, Watch anyone's from its board, or Load it in the game to play on from any wave with their towers and cards (a loaded game is not ranked). In the game, Replays on the main menu lists your own, and Watch Replay is on the game over screen. See: [Leaderboards](https://blockadebrigade.com/leaderboards) ### How do I save a video of a wave? Open the Battle Report after a wave and press SAVE VIDEO, or use the film-camera button on a replay in Replays (On this PC). Pick the wave and 1080p or 720p; the video is made on your computer and saved in your Videos folder under Blockade Brigade. Nothing is uploaded. ### Where is my player profile? At /players// on the website: your picture, overall ranking, stats from ranked games, the maps you own, your best result on each board with its replay, and your last 10 games. Your name on any leaderboard or forum post links to it. ## Help and contact ### How do I report a bug? Post it on the forum's Bugs board (Report a Bug at the bottom of every page); a pinned guide says what to include. Signing in is needed to post. Each report shows where it stands: Open, Pending or Fixed. In the game, Settings > About > Send feedback can send a debug log with your note and gives you a reference code to quote. See: [Bugs board](https://blockadebrigade.com/discuss/bugs) ### How do I suggest a feature? Post it on the forum's Feature Requests board. Each request shows its status: Open, Pending or Added. See: [Feature Requests](https://blockadebrigade.com/discuss/requests) ### How do I report a suspicious score? Sign in on the website and open a leaderboard: next to each player's name (not your own) is a Report button. Pick a reason and add a note if you like. Reports are private; the team reviews the score. See: [FAQ: fair play](https://blockadebrigade.com/faq#fair-play) ### How do I contact the team? Use the contact form, or Ask a question on the FAQ page, or post on the forum. Email: info@blockadebrigade.com. See: [Contact](https://blockadebrigade.com/contact), [Forum](https://blockadebrigade.com/discuss) --- # Blockade Brigade — Founder Edition > Blockade Brigade Founder Edition for Windows PC: play every test build now, and get a free Steam key for the full game when it launches on Steam. - Page: https://blockadebrigade.com/founder-edition - Site: Blockade Brigade, a tower defense game for Windows PC (https://blockadebrigade.com/) - Last updated: 2026-10-20 - Text generated: 2026-11-02 07:34 UTC *Shape the land. Hold the line.* - Price: $9.99 (on sale now) - Full release price: $14.99 - Buy: https://blockadebrigade.com/founder-edition Blockade Brigade is a 3D tower defense game on a world you can reshape. Bulldoze hills, fill water, raise platforms and build 22 towers higher for more damage. Research upgrades, pick reward cards every wave, and survive 20+ enemy types, giant bosses and an endless, ever-growing road. ## What you get - Play every test build now, while the game is in development - Founders get a free Steam key for the full game when it launches on Steam. - Your scores on the leaderboards from day one - Help shape the game: every update is listed in [What's New](https://blockadebrigade.com/changelog) - Full release price: $14.99 ### The battlefield is yours to shape. Every map is built from blocks, and you can change all of them. Dig hills down for terrain points, fill water, level slopes and pave the ground. Then stack towers on hills and platforms: every level of height adds damage and range. ### 22 towers, each with a job. Start with Cannons, Snipers and Helicopters. Unlock Tesla coils that chain lightning, Cold Snaps that freeze the road, Acid towers, Cluster Mortars, Missile Silos, Railguns, Lasers, Saw Blades, Portals that throw enemies back, Gravity Wells, Drone Hives, Magnet Foundries and a full Airport that launches planes. Power Plants keep them running, Miners dig gold out of the hills, and Support Stations and Repair Drones keep the line standing. - Cannon - Tesla coil - Railgun - Portal - Gravity Well - Airport ### Every tower grows. Towers earn XP and level up to 10. Research unlocks new towers and upgrades between games. After each wave, pick a reward card: tower upgrades in six rarities, gold, rerolls and more. Max a stat and Endless cards keep it climbing. ### The enemy doesn't play fair. Tin Troopers and Raptors rush the road. Spiders swarm. Heavy Knights march in plate armour that breaks off as you hit it. Domeguards raise shields over their escorts. UFOs drop Blobs that hatch Aliens, and Paratroopers fall from Blimps. Then the bosses arrive: the Blimp Boss, the Mech Boss and the Giant Worm. Kill them and they come apart: limbs fly, armour plates drop, and the ground gets splattered. - Heavy Knight - Blimp Boss - Mech Boss - Giant Worm ### Clanker is watching. Your robot sidekick comments on every win and every disaster, with a switch to turn the bad language off. ### Play your way. Endless mode, where the road grows and forks as the waves climb. Scenarios: Grand Canyon, Islands and Spiral. Challenges: Cannon Challenge. Custom maps: every map gets a code, so you can share it and race your friends on the same board. ### Prove it. Website leaderboards for every mode and map, full replays of your games, and a battle report after every wave. ### Features - Reshape the battlefield: dig, fill, level, pave, and build on hills and platforms for bonus damage - 22 towers, from Cannons to Tesla coils, Railguns, Portals, Gravity Wells and a full Airport - 20+ enemy types and 3 giant bosses, with armour that breaks off and enemies that come apart - Towers level up to 10, with a research tree and end-of-wave reward cards in six rarities - Endless mode with an ever-growing, forking road, plus scenarios and challenges - Share any map with a code and compete on online leaderboards - Watch replays and battle reports of every game - Clanker, your sarcastic robot sidekick, with voice lines (and a clean-language switch) ### Quick facts | Genre | 3D tower defense / strategy | | --- | --- | | Platform | Windows (Steam at launch) | | Players | Single player, with online leaderboards | | Status | Early Access (Founder Edition) | | Content | 22 towers, 24 enemy types (3 bosses), 3 scenario maps, Cannon Challenge, endless mode, custom maps | | Price | $9.99 Founder, $14.99 at full release | | System requirements | Windows 10/11 64-bit (see System requirements below) | ### System requirements #### Minimum OS Windows 10 64-bit (version 1903 or later) Processor Quad-core 2.5 GHz (Intel Core i5-4460 / AMD Ryzen 3 1200) Memory 4 GB RAM Graphics Vulkan- or DirectX 12-capable GPU with 1 GB VRAM (NVIDIA GeForce GTX 750 Ti / AMD Radeon R7 260X / Intel HD Graphics 620), up-to-date drivers Storage 500 MB available space Display 1280×720 or higher Input Mouse required #### Recommended OS Windows 10/11 64-bit Processor Intel Core i5-8400 / AMD Ryzen 5 2600 or better Memory 8 GB RAM Graphics NVIDIA GeForce GTX 1060 / AMD Radeon RX 580 (3 GB+ VRAM) Storage 500 MB available space (SSD recommended) Display 1920×1080 Internet: needed to sign in and check your game key (the game then plays offline for up to 7 days); leaderboards and map codes need a connection. ### Explore - [Towers](https://blockadebrigade.com/towers): Every tower, what it does and how it grows. - [Enemies](https://blockadebrigade.com/enemies): Every enemy and boss, and how to beat them. - [Leaderboards](https://blockadebrigade.com/leaderboards): The best runs on every mode and map. - [What's New](https://blockadebrigade.com/changelog): Every update, version by version. --- # Home Page Page: https://blockadebrigade.com/ > Blockade Brigade, a 3D tower defense game for Windows PC: reshape the land, build 22 towers higher, beat 20+ enemy types and 3 bosses, top the leaderboards. 3D tower defense ### Shape the land. Hold the line. Blockade Brigade is a 3D tower defense game on a world you can reshape. Bulldoze hills, fill water, raise platforms and build 22 towers higher for more damage. Research upgrades, pick reward cards every wave, and survive 20+ enemy types, giant bosses and an endless, ever-growing road. - **Reshape the battlefield** Dig, fill, level, pave, and build on hills and platforms for bonus damage. - **22 towers** From Cannons to Tesla coils, Railguns, Portals, Gravity Wells and a full Airport. - **20+ enemies & 3 bosses** Armour that breaks off, shields, flyers, and bosses that come apart. Early Access ### Blockade Brigade — Founder Edition $9.99 Full release $14.99 - Play every test build now, while the game is in development - **Free Steam key at launch**: the full game, when it launches on Steam - Your scores on the leaderboards from day one - Help shape the game: every update is listed in [What's New](https://blockadebrigade.com/changelog) [Get the Founder Edition](https://blockadebrigade.com/founder-edition) [Redeem a key](https://blockadebrigade.com/redeem) 22 towers, each with a job ### Towers [See all towers →](https://blockadebrigade.com/towers) - [**Cannon** Balanced damage and fire rate](https://blockadebrigade.com/towers/cannon) - [**Tesla** Chain lightning, strong vs shields](https://blockadebrigade.com/towers/tesla) - [**Railgun** Pierces a whole line of enemies](https://blockadebrigade.com/towers/railgun) - [**Portal** Sends enemies back along the path](https://blockadebrigade.com/towers/portal) - [**Gravity Well** Pulls enemies into a tight cluster](https://blockadebrigade.com/towers/gravity_well) - [**Airport** Launches planes](https://blockadebrigade.com/towers/airport) Bosses and heavies ### The enemy doesn't play fair [See all enemies →](https://blockadebrigade.com/enemies) - [**Heavy Knight** Plate armour that breaks off as you hit it](https://blockadebrigade.com/enemies/heavy_knight) - [**Blimp Boss** Drops squads of paratroopers](https://blockadebrigade.com/enemies/blimp_boss) - [**Mech Boss** Rotary cannon and shoulder missiles](https://blockadebrigade.com/enemies/mech_boss) - [**Giant Worm** Burrows in, and spiderlings burst out](https://blockadebrigade.com/enemies/giant_worm) Leaderboards ### Prove it. Website leaderboards for every mode and map. Every map gets a code, so you can share it and race your friends on the same board. [Leaderboards](https://blockadebrigade.com/leaderboards) [Play a map code](https://blockadebrigade.com/leaderboards/maps) Standard board · top 3 1. 1 mgwalk Wave 10 2. 2 Gutz Wave 5 [Full Standard board →](https://blockadebrigade.com/leaderboards/map/STANDARD/) ### What's New in 0.1.8.39 31 October 2026 - Improved On phones and tablets: text and buttons are bigger and the same size held either way, the game turns with the phone, and the top bar, build menu, tower card, tips, wave cards and settings now fit the screen. Tower buttons can be made bigger. - Improved On phones and tablets every menu page and window now fits the screen, upright or sideways: rows stack, long text wraps, tall pages scroll with their title and buttons kept in view, and every button is big enough for a finger. - Fixed Giant Spiders no longer climb straight up a cliff and end up inside a hill beside the path: they only go up and down a hill where a ramp is drawn on that side. - Fixed On phones, when an update can't install itself, the button now says Get the latest app and opens the phone download page instead of the PC installer page. - Balance A Miner placed or upgraded while a wave is running now earns only for the rest of that wave: the time before at its old level (or nothing, if just placed), the time after at its new one. Placing or upgrading between waves still pays the whole next wave. [Read the full change log →](https://blockadebrigade.com/changelog) ### Meet Clanker Your robot sidekick comments on every win and every disaster, with a switch to turn the bad language off. [About Clanker →](https://blockadebrigade.com/about-clanker) Follow the build: every update, straight to your inbox. Sign up for the newsletter at the bottom of the page. --- # Frequently Asked Questions Page: https://blockadebrigade.com/faq > Blockade Brigade FAQ: getting the game, Founder Edition, accounts, game modes, heat and cooling, towers that boost each other, leaderboards, map codes and more. Quick answers about the game, getting your towers to work together, your account, the leaderboards and fair play. Can't find yours? Ask on the [forum](https://blockadebrigade.com/discuss) or [contact us](https://blockadebrigade.com/contact). For quick help, ask on our [Discord](https://discord.gg/pgm7XTdGeQ). ### Getting started What is Blockade Brigade? A 3D tower defense game for Windows PC. Enemies march along a path that grows across the map, and you hold the line with 22 towers, more than 20 kinds of enemies and 3 bosses. You can also reshape the land: dig, fill and build up hills, because a tower standing higher hits harder and reaches further. How do I get the game? Buy the [Founder Edition](https://blockadebrigade.com/founder-edition) here on the website, then sign in and open the [download page](https://blockadebrigade.com/download). Got a game key instead? [Redeem it on your account](https://blockadebrigade.com/redeem) and the download appears on the same page. What do I need to run it? A Windows 10 or 11 PC (64-bit). The download page has a Windows installer, which needs no admin rights and adds Start menu and desktop shortcuts. Newer versions install over it and keep your saves. What is the Founder Edition? Our early-access edition, $9.99 one time, one per account. You get every test build of the game while it is being made, the online leaderboards, and a **free Steam key** for the full game when it launches on Steam. Is the game on Steam? Not yet. It is coming to Steam, and every Founder Edition owner gets a free Steam key for the full game at launch. How do I get updates? The game checks for a new version each time you sign in. When one is out, the **Update available** button in the bottom-right corner of the main menu turns green. Open Settings > About, choose Download update, then Restart to update. The download is checked before anything is installed, and your saves stay. See what changed on [What's New](https://blockadebrigade.com/changelog). ### Accounts Why should I sign in? Your Blockade Brigade account is where your Founder Edition lives, so the game checks your licence with it (it keeps playing offline for up to 7 days between checks). Signed in, your games go on the leaderboards, and your XP, research, cards and 20 newest saves are kept on your account so you can carry on from another computer. Make an account on the website or right inside the game. Will the game keep me signed in? Yes. Tick **Remember me** when you sign in and the game keeps you signed in for as long as you play, as long as you play at least once a month. Your password is never stored. Sign Out (Settings > Account) ends it on that computer at once. What is the Devices page? My Account > **Devices** lists every computer that stays signed in to your account, with when it was last used. **Revoke** signs one out straight away, and **Sign out everywhere** signs out all of them. Changing or resetting your password also signs out every device. Can I sign in with Steam? Once the game is on Steam, yes: Steam signs you in by itself, and Link Steam (Settings > Account) ties your existing website account to your Steam account, so your scores and progress come with you. It switches on when the game goes live on Steam. I forgot my password. What now? Use [Forgot your password?](https://blockadebrigade.com/customer/account/forgotpassword) on the sign-in page and we will email you a link to set a new one. Setting it signs out every device, so sign in again in the game. What are Allowed places? An extra lock for your account. Under My Account > **Allowed places** you list the internet connections your account may be used from (home, say), each with a name and an optional end date. From anywhere else, signing in on the website or in the game is refused. Changes need your password, we email you when the list changes, and if you lock yourself out the blocked sign-in offers an unlock email. ### Playing What kinds of games can I play? - **Standard Game:** a map that grows as you play. Reach wave 50 to win, then keep going as long as you can. - **Custom Map:** choose the size, terrain, number of waves and more. - **Scenarios:** hand-built maps such as Grand Canyon, Islands and Spiral, with a set number of waves and challenges with their own rules. - **Map Code:** play exactly the map someone else shared, on its own leaderboard. How do research and XP work? Every enemy you defeat earns XP for your account, and bosses pay a big lump. Spend it in Research to unlock new towers (from 10,000 XP up to 200,000 for the biggest) and to improve your towers and options. You also get a one-time bonus of 5,000 XP the first time you finish a game and another 5,000 the first time you reach wave 10. What are the end-of-wave cards? After each wave you pick a reward card: an upgrade for a tower on your map, a gold card, or another card such as extra lives, rerolls or a tower loan. Don't like the offer? Spend a reroll for a fresh hand. Our [gold and reward cards guide](https://blockadebrigade.com/strategies/economy) has the details. What is a tower loan? Now and then, from wave 3, a card lends you a tower you haven't researched yet. You can build it for the rest of that game only, which is a good way to try a tower before you spend XP on it. Can I keep playing after the last wave? Yes. On a map with a set number of waves (a scenario, or a Custom Map that is not endless) you can keep going after you win. Bonus waves count on the leaderboard: a game that won 15 waves and survived 4 more shows as 19 ("15 + 4") and ranks above a plain win. A map's owner can turn bonus waves off for its Owner's Rules board. Can I play with a controller? Yes: PlayStation, Xbox, Backbone and most others. The left stick moves a pointer, Cross / A clicks, Circle / B goes back, Triangle / Y starts the wave, the right stick moves the camera, L2 / R2 zoom and L1 / R1 turn. **Settings > Controller** shows which controller is plugged in and what every button does; pick an action and press a button to move it, and Reset puts the standard layout back. Does it work on a touch screen? Yes. Tap a tile to place the tower you picked, or drag to see it just above your finger and let go to place it. One finger moves the map, two fingers pinch to zoom, twist to turn and slide up or down to tilt. ### Towers working together What is heat, and why did my gun stop firing? Some guns heat up as they fire: the [Cannon](https://blockadebrigade.com/towers/cannon), [Tesla](https://blockadebrigade.com/towers/tesla), [Lightning](https://blockadebrigade.com/towers/lightning), [Railgun](https://blockadebrigade.com/towers/railgun) and [Laser](https://blockadebrigade.com/towers/laser) (the build menu marks them with a heat icon). Every shot adds heat and the barrel cools back down on its own. If it gets too hot (400°C) the gun shows **OVERHEATED**, smokes and stops firing until it has cooled to 250°C. A Laser works a little differently: when its heat bar fills it fires one burst at double damage, then rests for a moment. The faster a gun fires (upgrades, fire-rate cards), the hotter it runs. The tower panel's heat gauge shows how hot a gun is and what is cooling it. How do I keep my guns cool? - **A [Cold Snap](https://blockadebrigade.com/towers/cold_snap) nearby:** a gun standing in its snow sheds heat twice as fast at Cold Snap level 1, plus half again for every level after (6.5 times at level 10). - **Water beside the gun:** each side of the gun that touches water cools it more: 1.5 times as fast with one water tile, up to 3 times with water on all four sides. A little cooling pump appears on the gun's base. Towers of one type built side by side share their water, so a whole line of Cannons along a river stays cool. - **Both together:** snow and water add up (a level-1 Cold Snap and one water tile give 2.5 times). - **A rest:** a gun that is not firing cools down on its own. No water where you need it? The bulldozer's Dig makes some. Does the Water Pump cool my towers? No, the cooling comes from the water itself. The [Water Pump](https://blockadebrigade.com/towers/water_pump) is a tower of its own: it stands on water and blasts Infernos, and it hits harder, faster and further for every water tile around it. What cools a gun is a water tile right beside it. How does the Cold Snap help my other towers? Two ways. It slows enemies (and a critical hit freezes them for a moment), so they spend longer in front of every other gun. And its snow cools the hot guns around it. **Select a Cold Snap** to see which: the guns it cools glow icy blue (faintly when a stronger Cold Snap is doing the work), and its panel says "Cooling 4 towers · heat drops 3× faster". Only the strongest Cold Snap over a gun counts, so spread them out rather than stacking them. A Cold Snap cannot slow Infernos. What does a Support Station do? The [Support Station](https://blockadebrigade.com/towers/support_station) never shoots. It boosts every other tower in its range in three ways you build up one upgrade at a time: damage, reload speed and range, each +25% a step up to +100%. You choose which one the next upgrade improves. Select it to see the towers it boosts tinted green. Two stations do not add up: each tower gets the strongest boost of each kind. Standing higher makes its boosts stronger, it also raises a Miner's income and a Power Plant's output, and it never boosts another Support Station. Do towers of the same type boost each other? Yes. Build towers of the **same type** side by side and each one gets **+15% damage and +10% fire rate for every neighbour**. Neighbours are the towers on the four sides of its tile (corners do not count), so the most a tower can have is four: +60% damage and +40% fire rate. A neighbour far above or below it (more than about 5 levels of height) does not count, and different types never boost each other. [Missile Silos](https://blockadebrigade.com/towers/missile_silo) get more: +25% damage, +20% fire rate and +10% against armour for each neighbouring silo (up to +100% damage with four). Miners beside Miners earn more, and Power Plants beside each other make more power. Neighbours help in other ways too: connected towers of one type each need 25% less power, and they share their water for cooling. **How to see it:** while placing, the tower's ghost shows what the spot gives, such as "2 Cannon Towers beside: +30% damage, +20% fire rate". On a built tower, the panel's stats show the bonus in yellow, as **+30% adj**. Should I cluster my towers or spread them out? Cluster towers of the same type: a block of Cannons or Missile Silos hits much harder than the same towers scattered, runs on less power and cools together. Put the block where the path passes close, or bends round it, so they all reach it. Spread out the towers that do not add up: only the strongest [Cold Snap](https://blockadebrigade.com/towers/cold_snap) over a gun cools it, and a tower takes only the strongest boost from one [Support Station](https://blockadebrigade.com/towers/support_station), so a second one over the same guns is wasted. Give each of those its own group of guns. Does height matter? A lot. Every level a tower stands up, on a hill or on platforms, gives it 8% more damage and more range. A tower on bare grass loses 5% damage (not on a platform). Before you build, the tower's ghost shows what the spot gives it: height, neighbours, grass, Support Station boosts and, for a hot gun, Cold Snap cooling. See [Terrain is a weapon](https://blockadebrigade.com/strategies/terrain). What is power, and why does a tower say LOW POWER? Most towers need power. The base gives 60 for free, and a [Power Plant](https://blockadebrigade.com/towers/power_plant) (200 gold, no research) makes 40 more, plus 20 for every upgrade. A tower only draws its full need while it has a target. When you need more than you have, the towers farthest from the base go short first: **LOW POWER** means it can track but not fire. Build plants before a big wave, or switch off a tower guarding an empty stretch. The top bar shows power used against power you have. Full story: [Power and heat](https://blockadebrigade.com/strategies/power-and-heat). Which towers work well together? - **Cold Snap + [Laser](https://blockadebrigade.com/towers/laser):** the Laser grows stronger the longer it holds one target; slowed and frozen enemies stay in its beam longer, and the snow keeps it cool. - **[Gravity Well](https://blockadebrigade.com/towers/gravity_well) + [Cluster Mortar](https://blockadebrigade.com/towers/cluster_mortar) or Missile Silo:** the well drags ground enemies into one tight bunch, and mortars and silos in its range fire at the bunch the moment it opens. - **[Magnet](https://blockadebrigade.com/towers/magnet) + your other guns:** it tears armour off enemies, so everything that hits them afterwards does more. - **[Portal](https://blockadebrigade.com/towers/portal) + a strong stretch of guns:** it drops enemies back down the path to walk past your guns again. - **Support Station in the middle of your best guns**, or among Miners for more gold. - **A row of Cannons along water:** neighbour bonus, cheaper power and cooling in one. More in the [strategy guides](https://blockadebrigade.com/strategies). ### Leaderboards and maps How do I get on a leaderboard? Sign in, allow leaderboards when the game asks about Online features (you can change it in Settings > General), and play. From **wave 5** your game is saved to your account as you go, wave by wave, and its score goes on the boards **when the game ends**: when you lose, when you win, or when you choose **End game & post score** in the pause menu. Saving and quitting keeps it off the boards, so you can carry on later. A game that never ended (a crash, say) can still be published from My Account > [Unfinished games](https://blockadebrigade.com/leaderboards/unfinished) with **Publish now**. It goes on the boards at its last *finished* wave: crash partway through wave 37 and it publishes wave 36. Start the game once first: waves it could not send (no internet, the website down, a crash) are kept on your computer and sent when you next start the game or sign in, so the newest wave is there before you publish. See every board on the [leaderboards](https://blockadebrigade.com/leaderboards). How are players ranked? By waves first (bonus waves included), then lives left, then the faster time, then damage per second (DPS). What is a map code? Every Standard game and Custom Map has a code that builds exactly the same map. Share yours from **Share Map** in the pause menu or on the game over screen (once the game has reached wave 5). To play a code, choose New Game > Map Code, or press Play next to any map on the [maps page](https://blockadebrigade.com/leaderboards/maps). A Standard map played from its code counts on that map's own board, not on the Standard board. What are Owner's Rules and Unlocked? A shared map has two boards. On **Owner's Rules** everyone plays with the same towers, research, gold, lives and rerolls, and gets the same cards on the same wave, so it is a fair race. **Unlocked** is for playing the map with everything you have researched. Starting a map from its code asks which one you want, and your own research is never changed. How do I become a map's owner? Beat **wave 10** on a map nobody owns. The first **finished** game that beat wave 10 owns the map: the research you played with becomes its Owner's Rules, and the map's page says "Rules set by" your name. A game counts once it has ended and its score is on the boards (you lost, won or chose End game & post score, or you published it from Unfinished games), so beating wave 10 first is not enough if someone else ends their game before you. In the game, the top bar shows the map's owner, or **Unclaimed · wave 7 / 10** while nobody owns it yet. Make a Custom Map or play a brand-new Standard map to find one that is free. Scenarios have no owner. Can I change my map's rules? Yes, in **My Maps** (main menu, or My Account on the website). You can choose the allowed towers and their research (up to your own level), starting gold, lives, rerolls and reroll packs, and switch bonus waves, map pictures and a full-map preview on or off. Before anyone scores, a change simply updates the rules. Once the map has scores, saving starts a new rules version with a fresh board; older boards stay on the map's page. What are map pictures? A map's page shows the leader's map as they played it, with every tower in place and each tower type's share of the damage. Click a player on the board to see theirs. A map's owner can keep players' pictures private on its Owner's Rules board; you always see your own. Can I watch other players' games? Yes. Your best game on each map is kept as a replay. **Watch** anyone's from a map's board, or **Load** it to play on from any wave with their towers and cards (a loaded game is not ranked). In the game you can also save a video of any wave to share. Can I rate maps? Yes. After a game on a map, give it a thumbs up or down, plus stars if you like for overall, difficulty and enjoyment. The map's page shows what players think. Your own rating stays private, and you can change or remove it any time. How do I change my screen name or profile picture? In the game under Settings > Account, or on the website under My Account (Account Information for your screen name, Profile picture for your picture). Pictures come from the game's own art: the Clanker, every tower and every enemy. Both show next to your name on the leaderboards, in the forum and in the game. ### Fair play How are scores checked? Every wave a game sends is checked against what the game can really do: time, kills, lives, damage and gold. A score that doesn't add up is not thrown away. It is held for a look by our team before it reaches the board. The game says "Your score is being checked". What does that mean? Your score was held for a check. It is kept, together with its replay and map picture, and shows on the board once the check is done. If one of our checks turns out to be wrong about honest games, we fix it and put those games back. How do I report a score? Sign in on the website and open a leaderboard. Next to each player's name (but not your own) there is a small **Report** button: pick a reason (cheating, an offensive name or something else) and add a note if you like. The score stays on the board until our team has looked at it. Reports are private, and the player is never told who reported them. What happens to a held or reported score? Our team reviews it. If it is fine, it goes on the board with its replay and map picture. If not, it is taken off the boards for good, and a player who cheats can be removed from the leaderboards. ### Help I found a bug. Where do I report it? On the forum's [Bugs board](https://blockadebrigade.com/discuss/bugs) (also **Report a Bug** at the bottom of every page). A pinned guide says what to include. Each report shows where it stands: Open, Pending, or Fixed. Can I suggest a feature? Please do, on the forum's [Feature Requests board](https://blockadebrigade.com/discuss/requests). Each request shows its status, so you can see when it has been added. How do I contact you? Use the [contact form](https://blockadebrigade.com/contact), or say hello on the [forum](https://blockadebrigade.com/discuss). For quick help, ask on our [Discord](https://discord.gg/pgm7XTdGeQ). ### Privacy What does the game send? Only what you allow. The first time you start, the game asks what it may send, and you can change each choice any time in Settings > General. Choose "No thanks" and stay signed out, and it sends nothing about you; it only asks the website now and then whether a newer version is out. If you allow the leaderboards, your screen name, scores, map pictures and best replays are public. Anonymous launch reports and tower stats are off unless you tick them. Map ratings stay private. The full story is in our [Privacy and Cookie Policy](https://blockadebrigade.com/privacy-policy-cookie-restriction-mode). The Clanker says I asked if there was a question about how to win. There is not. Apparently that part is up to you. --- # Strategies Page: https://blockadebrigade.com/strategies > Blockade Brigade strategy guides: the first ten waves, terrain and height, gold and Miners, armour, shields and flyers, power and heat, and beating the bosses. Short guides for holding the line. Every name and number here comes from the game itself: its tower and enemy data (the same catalog the Field Guide reads) and its rules. ### Start here - [Your first ten waves](https://blockadebrigade.com/strategies/first-ten-waves): Getting started. Where to put your first Cannon Tower, why bends matter, what turns up before wave ten and what to research first. - [Terrain is a weapon](https://blockadebrigade.com/strategies/terrain): The battlefield. Every level up is +8% damage and half a tile of range: hills, platforms, the bulldozer and the Airport's ground work. - [Gold, Miners and reward cards](https://blockadebrigade.com/strategies/economy): Gold. Where gold comes from, how Miners earn and run dry, and how to spend reward cards, rerolls and the Reward Store. - [Every tower's job](https://blockadebrigade.com/strategies/tower-roles): Towers. What each tower does best, the second thing it is good at, and how to build a team that covers crowds, armour and flyers. ### Counters and systems - [Armour, shields and flyers](https://blockadebrigade.com/strategies/armour-shields-flyers): Counters. Three kinds of trouble, the enemies that bring them and the towers that answer each one. - [Power and heat](https://blockadebrigade.com/strategies/power-and-heat): Systems. What each tower draws, which towers go dark first, Power Plants, and cooling hot guns with Cold Snap and water. - [Worm, Blimp, Mech](https://blockadebrigade.com/strategies/bosses): Bosses. The Giant Worm, the Blimp Boss and the Mech Boss: when they come, what they do and how to see them off. The Clanker says I have read all of these guides. I am still on the other side. Make of that what you will. Want the stats? Every tower and enemy has its own page: towers [Basic](https://blockadebrigade.com/towers/basic), [Advanced](https://blockadebrigade.com/towers/advanced) and [Utility](https://blockadebrigade.com/towers/utility); enemies [Ground](https://blockadebrigade.com/enemies/ground), [Flying](https://blockadebrigade.com/enemies/flying) and [Bosses](https://blockadebrigade.com/enemies/bosses). Or turn them round in the [Field Guide](https://blockadebrigade.com/field-guide/). Want a map to practise on? See [Maps](https://blockadebrigade.com/leaderboards/maps). Got a strategy of your own? Share it in [Discuss](https://blockadebrigade.com/discuss). --- # Armour, Shields and Flyers Page: https://blockadebrigade.com/strategies/armour-shields-flyers > Which Blockade Brigade towers beat armoured, shielded and flying enemies: who carries armour and shields from which wave, and the towers that answer each one. Most lost games are not lost to numbers. They are lost to one kind of enemy that your towers cannot handle. - Armour - Shields - Flyers - Special cases ### Armour Armour soaks up small hits, so towers that fire many weak shots lose most of their damage to it. Who carries it, lightest first: | Enemy | Armour | Health | From wave | | --- | --- | --- | --- | | [Alien](https://blockadebrigade.com/enemies/alien) | 5 | 85 | 12 | | [Tank](https://blockadebrigade.com/enemies/tank) | 10 | 300 | 3 | | [Hexguard](https://blockadebrigade.com/enemies/hexguard) | 15 | 100 | 5 | | [Inferno](https://blockadebrigade.com/enemies/inferno) | 15 | 180 | 6 | | [Clanker](https://blockadebrigade.com/enemies/clanker) | 25 | 400 | 6 | | [Heavy Knight](https://blockadebrigade.com/enemies/heavy_knight) | 25 | 400 | 8 | | [Giant Worm](https://blockadebrigade.com/enemies/giant_worm) | 50 | 2,000 | 10 | | [Domeguard](https://blockadebrigade.com/enemies/domeguard) | 250 | 150 | 25 | | [Mech Boss](https://blockadebrigade.com/enemies/mech_boss) | 300 | 2,500 | 28 | The answers: - [Sniper Tower](https://blockadebrigade.com/towers/sniper): huge single shots (150 damage at level 1) from very long range. Put it on high ground with a clear view, and remember it cannot hit enemies within 4 tiles of it. - [Missile Silo](https://blockadebrigade.com/towers/missile_silo): an armour specialist, and it hits air too. Build two or three side by side: each one gives its neighbours +25% damage, +20% fire rate and +10% armour damage. - [Railgun Tower](https://blockadebrigade.com/towers/railgun): one charged slug through a whole line of enemies. Aim it down a long straight. - [Laser Tower](https://blockadebrigade.com/towers/laser): its beam strips health, armour and shield faster the longer it holds one target. - [Magnet Tower](https://blockadebrigade.com/towers/magnet): tears the armour off enemies near it, presses the scrap into slugs and fires them back. With no armour coming in it runs dry, so it shines on armoured waves, and it leaves them bare for your Cannons. - [Acid Tower](https://blockadebrigade.com/towers/acid), [SawBlade Tower](https://blockadebrigade.com/towers/saw_blade) and [Cluster Mortar](https://blockadebrigade.com/towers/cluster_mortar) also cut through armour, but only on the ground. ### Shields The [Hexguard](https://blockadebrigade.com/enemies/hexguard) (80 shield) and the [UFO](https://blockadebrigade.com/enemies/ufo) (30 shield) carry shields that must be worn down before their health goes. Chains and beams do this best: - [Lightning Tower](https://blockadebrigade.com/towers/lightning) and [Tesla Tower](https://blockadebrigade.com/towers/tesla): lightning that jumps between enemies, strongest where they are bunched up. Enemies the Lightning Tower has shocked draw more chains. - [Laser Tower](https://blockadebrigade.com/towers/laser): a beam that gets stronger the longer it holds one target. Let it finish what it starts. - The [Sniper Tower](https://blockadebrigade.com/towers/sniper) and [Railgun Tower](https://blockadebrigade.com/towers/railgun) are good against shields too. ### Flyers [Razorwing](https://blockadebrigade.com/enemies/razorwing), [Drone](https://blockadebrigade.com/enemies/drone), [Bug](https://blockadebrigade.com/enemies/bug), [UFO](https://blockadebrigade.com/enemies/ufo), [Raider](https://blockadebrigade.com/enemies/raider) and the [Blimp Boss](https://blockadebrigade.com/enemies/blimp_boss) fly over the path. The [Triangle UFO](https://blockadebrigade.com/enemies/triangle_ufo) (from wave 20) is worse: it ignores the path and flies straight from the entrance to the base, so towers lined up along the road may never see it. Ground-only towers cannot hit any of them: the [Acid Tower](https://blockadebrigade.com/towers/acid), [SawBlade Tower](https://blockadebrigade.com/towers/saw_blade), [Cluster Mortar](https://blockadebrigade.com/towers/cluster_mortar), [Water Pump](https://blockadebrigade.com/towers/water_pump), [Gravity Well](https://blockadebrigade.com/towers/gravity_well) and [Portal Tower](https://blockadebrigade.com/towers/portal). Every other tower that attacks hits air: mix in Cannons, Cold Snaps, a Missile Silo or a [Helicopter](https://blockadebrigade.com/towers/helicopter), which lifts off when a wave starts, reaches enemies other towers miss and lands when the wave is over. - Tips - For the Triangle UFO, put air defence round the base itself, where every flight path ends. - The [Drone Hive](https://blockadebrigade.com/towers/drone_hive) 's drones chase a target well beyond the tower's own range: good for finishing flyers that slip past. - Count your anti-air before wave 4 and again before wave 20. Those are the two jumps. ### Special cases - [Inferno](https://blockadebrigade.com/enemies/inferno): slows and freezes do nothing to it, and its fiery aura clears them off the enemies around it, so Cold Snap does little near an Inferno. The [Water Pump](https://blockadebrigade.com/towers/water_pump) is built for it: it only targets Infernos, stands on a water tile, and gets stronger for every water tile next to it. One hit puts an Inferno out for good. Kill Infernos first in a mixed group so your slows work on the rest. - [Domeguard](https://blockadebrigade.com/enemies/domeguard) (from wave 25): gathers enemies at the entrance, then raises a bubble in front of your strongest point and carries them through for 10 seconds while ground towers' shots bounce off. Only planes get in over the top, and their shots ignore its armour. When it dies, everything inside dies with it. - [UFO](https://blockadebrigade.com/enemies/ufo): it stops over armour plates knocked off onto the path and turns them into new Clankers, as strong as the wave the scrap came from: old scrap makes more but weaker ones. Kill it quickly on armoured waves. The Clanker says Warranty... void if shot. [← Gold, Miners and reward cards](https://blockadebrigade.com/strategies/economy) [Next: Power and heat →](https://blockadebrigade.com/strategies/power-and-heat) --- # Worm, Blimp, Mech Page: https://blockadebrigade.com/strategies/bosses > Blockade Brigade boss guide: when the Giant Worm, Blimp Boss and Mech Boss arrive, their health, armour and lives cost, and the towers that bring them down. A boss costs more than one life if it gets through. Plan for it before it arrives, not when it does. | Boss | From wave | Health | Armour | Flies | Lives if it gets through | Gold for the kill | | --- | --- | --- | --- | --- | --- | --- | | [Giant Worm](https://blockadebrigade.com/enemies/giant_worm) | 10 | 2,000 | 50 | No | 5 | 150 | | [Blimp Boss](https://blockadebrigade.com/enemies/blimp_boss) | 20 | 3,000 | 0 | Yes | 10 | 500 | | [Mech Boss](https://blockadebrigade.com/enemies/mech_boss) | 28 | 2,500 | 300 | No | 10 | 400 | ### Giant Worm The [Giant Worm](https://blockadebrigade.com/enemies/giant_worm) starts turning up from wave 10: 2,000 health behind 50 armour, and it costs 5 lives if it reaches the base. Killing it is only half the job: it bursts into a swarm of spiderlings that scatter in every direction. - Hit the worm itself with armour-breakers: [Sniper Tower](https://blockadebrigade.com/towers/sniper), [Missile Silo](https://blockadebrigade.com/towers/missile_silo), [Railgun Tower](https://blockadebrigade.com/towers/railgun), [Laser Tower](https://blockadebrigade.com/towers/laser). - Keep splash damage further down the path for the spiderlings: the [Cluster Mortar](https://blockadebrigade.com/towers/cluster_mortar) was made for crowds, and a [Gravity Well](https://blockadebrigade.com/towers/gravity_well) pulls a scattered swarm into one tight bunch for it. - It is slow (the same speed as a Clanker), so a Cold Snap in front of your armour-breakers buys them a lot of extra shots. ### Blimp Boss The [Blimp Boss](https://blockadebrigade.com/enemies/blimp_boss) arrives from wave 20: an aerial fortress with 3,000 health that floats around the battlefield dropping squads of paratroopers. It costs 10 lives if it gets through, and pays the most gold of any enemy when it falls. - It flies, so ground-only towers are no use against the blimp itself. - The [Laser Tower](https://blockadebrigade.com/towers/laser) 's beam reaches any height and keeps getting stronger on one target: quickly up to six times, then slowly without limit. Ideal for a big boss passing over its range. - Long range helps: the [Helicopter](https://blockadebrigade.com/towers/helicopter) and the Missile Silo can follow it as it wanders. - Leave something on the ground for the paratroopers it drops. ### Mech Boss The [Mech Boss](https://blockadebrigade.com/enemies/mech_boss) turns up from wave 28: 2,500 health under 300 armour, the heaviest in the game. It plods down the middle of the path, slower than anything else, and nothing behind it can get past, so the rest of the wave queues up behind it. It also costs 10 lives. - Small hits do almost nothing to it. Bring the big guns: Sniper Tower, Railgun Tower, Missile Silo, Laser Tower. - The [Magnet Tower](https://blockadebrigade.com/towers/magnet) rips armour off it and turns the scrap into its own ammunition. - The queue behind it is bunched up: a perfect target for splash towers and for the Railgun's piercing slug. - Before any boss wave - Put your armour-breakers on your highest ground: +8% damage per level of height. - Check your power. A gun that goes dark mid-fight does no damage at all (see [Power and heat](https://blockadebrigade.com/strategies/power-and-heat) ). - A [Repair Drones](https://blockadebrigade.com/towers/repair_drones) tower repairs a life after each wave for each of its drones, up to five: a cushion for the lives a boss takes. The Clanker says That is a very large mech... I would like to go home now. [← Power and heat](https://blockadebrigade.com/strategies/power-and-heat) [Every tower's job →](https://blockadebrigade.com/strategies/tower-roles) --- # Gold, Miners and Reward Cards Page: https://blockadebrigade.com/strategies/economy > Where gold comes from in Blockade Brigade: kill bounties, selling towers, Miners on hills, reward cards and rarities, rerolls, the Reward Store and research. Gold wins games, but only gold you spend at the right time. Here is where it comes from, where Miners fit in, and how to play the reward cards. - Where gold comes from - Miners - Reward cards - Rerolls and the Reward Store - Research ### Where gold comes from - **150** gold at the start of a game, before research - **5 to 500** gold per kill: a Raptor pays 5, a Tin Trooper 10, the Blimp Boss 500 - **75%** back when you sell a tower (all of it in the first 15 seconds) - **0** interest, and no bonus for clearing a wave: kills, Miners and cards are it Every enemy pays its bounty when it dies. Tougher enemies pay more: a [Tank](https://blockadebrigade.com/enemies/tank) 25, a [Clanker](https://blockadebrigade.com/enemies/clanker) 40, a [Domeguard](https://blockadebrigade.com/enemies/domeguard) 60, the [Giant Worm](https://blockadebrigade.com/enemies/giant_worm) 150 and the [Mech Boss](https://blockadebrigade.com/enemies/mech_boss) 400. Bugs and Drones pay more as they arm up in later waves. An enemy that gets through pays nothing and costs you lives, so a strong defence is also your best income. ### Miners The [Miner](https://blockadebrigade.com/towers/miner) (150 gold, 10,000 XP to research; each Miner after the first costs 40% more: 210, 293, 411...) is the one tower that makes gold. It stands on hilltops only, never on flat ground or a ramp, and needs no power. - **When it pays:** once, at the end of each wave you clear. The smoke stack shows it working during the wave. - **How much:** collection × speed × depth × the hill bonus. The hill bonus is +15% per level of hill, and a taller hill also gives more collection and depth, up to a hill 5 high (+75%): a taller hill, such as the Islands volcano's summit, counts as 5. Platforms under a Miner do not count. - **Upgrades:** 150, then 300, then 600 gold. Every upgrade lays a conveyor belt down one of the slopes next to it and raises its collection, speed and depth together. A Miner can take one belt per slope beside it, at most three; water and path count as cliffs and block a belt. Count the slopes before you build. - **The mine runs out.** The first level of a mine holds 200 gold, and every deeper level holds three times the one above (600, 1,800 ...). Upgrades, research and cards that add depth open the next level, even in a mine that has run dry. - **Each Miner raises the price of the next one,** so a few well-placed, upgraded Miners beat many new ones. - Tips - Build Miners early: a Miner built at wave 5 pays at the end of every wave after it. - Pick the tallest hilltop with the most slopes around it. Height raises every payout; slopes decide how far it can be upgraded. - Late in a game, gold in a gun often beats gold in a Miner: it may not have enough waves left to pay for itself. - Think twice before digging a tall hill down with the bulldozer: it is your best Miner ground. ### Reward cards After each wave you choose one of three cards. The kinds: | Card | What it gives | | --- | --- | | Tower stat | A bonus for one tower type (damage, fire rate, range ...), by rarity: Normal 2%, Common 5%, Rare 10%, Epic 15%, Legendary 25%, Mythical 35%. The most common kind of card. | | Instant Gold | Gold now: half to all of what your last wave's kills paid, and never less than 40 + 15 × the wave (55 after wave 1, 190 after wave 10). | | Gold Drop | Every kill pays more for the rest of the game: +2% to +10% a card, and they add up. It comes 5 times a game, then that place offers Instant Gold or a Miner card instead (the Cards list shows "Gold Drop 3 / 5"). | | Extra Lives | +1, +2 or +3 lives. | | Extra Reroll | +2 to +5 rerolls. | | +1 card | One more card to choose from on every screen after this one. | **Endless cards.** Once you have taken the same stat for the same tower five times, it stops coming as a normal card and turns up as a grey Endless card worth 1 to 5%. Stat cards never run out in a game; they just get smaller, which is a nudge to spread your picks. - Tips - Gold Drop is best taken early: it pays on every kill for the rest of the game. - Instant Gold grows with your kills and the wave, so the same card is worth more later. - Pick stat cards for the towers you will keep building. A Legendary card for a tower you never place is worth nothing. ### Rerolls and the Reward Store You start every game with 6 rerolls; a reroll swaps the cards on offer for new ones. The Reward Store on the card screen sells more with gold: - **Reroll Pack:** 3 rerolls for 150 gold (50 a reroll). - **Extra Card Draw:** one more card on every screen for the rest of the game. The first costs 500 gold, and each one after costs 500 more (500, 1,000, 1,500...). An Extra Card Draw bought early pays out every wave after. Rerolls are best kept for the waves when a Legendary or Mythical card would change the game. ### Research Your kills earn XP, and XP buys research: new towers and permanent upgrades that carry over to every game. For gold, the Starting Gold research adds 50 gold a level, up to +500 over ten levels. The card research lines add cards to each screen and let you favour, filter and hold cards. A challenge with research off (the [Cannon Challenge](https://blockadebrigade.com/leaderboards/maps)) ignores all of it, so everyone starts alike. The Clanker says Finders keepers! [← Terrain is a weapon](https://blockadebrigade.com/strategies/terrain) [Next: Armour, shields and flyers →](https://blockadebrigade.com/strategies/armour-shields-flyers) --- # Your First Ten Waves Page: https://blockadebrigade.com/strategies/first-ten-waves > Beginner guide to Blockade Brigade: where to build your first Cannon Towers, why bends and hills matter, what comes before wave ten and what to research. The first ten waves teach you the game. Lose a few lives here and you will feel it at wave thirty. - **150** gold to start (before research) - **20** lives: one lost for each enemy that gets through, more for bosses - **50** gold for a Cannon Tower, the only tower that needs no research - **60** power from the base: fifteen new Cannons' worth ### Start with the Cannon The [Cannon Tower](https://blockadebrigade.com/towers/cannon) costs 50 gold, needs no research, and hits both ground and air. It is the tower you can always afford, and it never goes out of date: it upgrades all the way to level 10. Your 150 starting gold buys three. - Where to build - **Build on a bend.** A tower on the inside of a curve sees the path twice: on the way in and on the way out. Same gold, twice the shots. - **Build high.** Every level of height adds 8% damage and half a tile of range. A Cannon on a hill 3 high does 24% more damage than the same Cannon on the flat. See [Terrain is a weapon](https://blockadebrigade.com/strategies/terrain). - **Build near the entrance, not the base.** A tower by the base only gets a go at what everything else missed. - **Upgrade before you spread.** Two well-placed, upgraded Cannons beat five scattered ones. - **Changed your mind?** Selling a tower in the first 15 seconds after you place it gives every coin back. After that you get 75%. ### What turns up before wave ten A new kind of enemy joins almost every wave. In the order they first appear: - [Tin Trooper](https://blockadebrigade.com/enemies/tin_trooper) from wave 1: the standard enemy, 100 health, in packs. - [Raptor](https://blockadebrigade.com/enemies/raptor) from wave 2: twice the Tin Trooper's speed, half its health. Spread your damage along the path so it cannot sprint past one tower. - [Tank](https://blockadebrigade.com/enemies/tank) from wave 3: slow, 300 health and armour. Your first hint that the Cannon struggles against armour. - [Razorwing](https://blockadebrigade.com/enemies/razorwing) and [Drone](https://blockadebrigade.com/enemies/drone) from wave 4: they fly. Ground-only towers cannot touch them, so keep some towers that hit air. Drones arm up as the waves go on. - [Hexguard](https://blockadebrigade.com/enemies/hexguard) and [Bug](https://blockadebrigade.com/enemies/bug) from wave 5: the Hexguard's hex shield has to come down before its health does; the Bug is a small, quick flyer that grows stronger in later waves. - [Clanker](https://blockadebrigade.com/enemies/clanker) and [Inferno](https://blockadebrigade.com/enemies/inferno) from wave 6: the Clanker is small, slow and very well plated (yes, that one). The Inferno shrugs off slows and freezes and protects the enemies near it from them too. - [Spider](https://blockadebrigade.com/enemies/spider) from wave 7: quick, and it skitters about unpredictably. - [Heavy Knight](https://blockadebrigade.com/enemies/heavy_knight) from wave 8: 400 health behind heavy armour. Its plates break off as its armour goes. - [UFO](https://blockadebrigade.com/enemies/ufo) from wave 9: a shielded flyer that turns armour plates lying on the path into new Clankers, and drops aliens when it dies. - [Giant Worm](https://blockadebrigade.com/enemies/giant_worm) from wave 10: the first boss. Read [Worm, Blimp, Mech](https://blockadebrigade.com/strategies/bosses) before it arrives. ### Your next two towers Every tower but the Cannon and the Power Plant is unlocked in Research with XP, which your kills earn. The two cheapest are worth getting first: [Cold Snap](https://blockadebrigade.com/towers/cold_snap) (75 gold, 50 XP to research) slows everything it hits, ground and air, and its critical hits freeze. It does little damage itself: its job is to keep enemies in front of your other towers for longer. Put it where the path enters your killing ground. It also cools hot guns in its range (see [Power and heat](https://blockadebrigade.com/strategies/power-and-heat)). [Acid Tower](https://blockadebrigade.com/towers/acid) (120 gold, 75 XP to research) sprays several hoses at once and melts health. Ground only, and best where the path curves and enemies bunch up, which is exactly where Cold Snap leaves them. The Clanker says New here? The towers are the pointy ones. ### Pick your cards After every wave you choose one of three reward cards. Early on, a gold card or a stat card for the Cannon you built first is a safe pick. You start with 6 rerolls: keep a few for later waves, when the cards are worth more. More in [Gold, Miners and reward cards](https://blockadebrigade.com/strategies/economy). ### Checklist for wave ten 1. At least two towers that hit air. 2. A Cold Snap at the front of your defence. 3. Your best guns on the highest ground you can reach. 4. Something for the armour coming next: read [Armour, shields and flyers](https://blockadebrigade.com/strategies/armour-shields-flyers). [← All guides](https://blockadebrigade.com/strategies) [Next: Terrain is a weapon →](https://blockadebrigade.com/strategies/terrain) --- # Power and Heat Page: https://blockadebrigade.com/strategies/power-and-heat > How power works in Blockade Brigade: what each tower needs, what happens when power runs short, Power Plants, and cooling hot guns with Cold Snap and water. Two things can silence a tower that has a target in its sights: no power, or a barrel too hot to fire. Both are easy to plan for and painful to forget. - Power - What each tower needs - When power runs short - Power Plants - Heat - Cooling ### Power Every game starts with power on, and only games with power are ranked. Every tower needs power to run. The base gives you **60 power** for free; everything beyond that comes from [Power Plants](https://blockadebrigade.com/towers/power_plant). The top bar shows the power you are using against the power you have. - Each upgrade raises a tower's need by a fifth of its level-1 need: a level-6 tower needs twice what it did at level 1. - A tower that is not shooting drops to 1 power (lights and radar). It draws its full need only while it has a target, so a quiet flank costs almost nothing. - Support Stations, Airports and Helicopters work all the time, so they always draw their full need. - Towers of the same type built side by side are connected: each needs 25% less. - Efficiency cards after a wave make one tower type need less, and the Power Plant's research cards raise plant output, lower every tower's need and raise the base's power. ### What each tower needs (level 1) | Need | Towers | | --- | --- | | 0 | [Miner](https://blockadebrigade.com/towers/miner), [Power Plant](https://blockadebrigade.com/towers/power_plant) | | 3–4 | [Repair Drones](https://blockadebrigade.com/towers/repair_drones) 3, [Cannon Tower](https://blockadebrigade.com/towers/cannon) 4 | | 6–8 | [Cold Snap](https://blockadebrigade.com/towers/cold_snap) 6, [Acid Tower](https://blockadebrigade.com/towers/acid) 6, [Water Pump](https://blockadebrigade.com/towers/water_pump) 6, [Sniper Tower](https://blockadebrigade.com/towers/sniper) 8, [Cluster Mortar](https://blockadebrigade.com/towers/cluster_mortar) 8 | | 10–14 | [SawBlade Tower](https://blockadebrigade.com/towers/saw_blade) 10, [Helicopter](https://blockadebrigade.com/towers/helicopter) 10, [Magnet Tower](https://blockadebrigade.com/towers/magnet) 12, [Support Station](https://blockadebrigade.com/towers/support_station) 12, [Missile Silo](https://blockadebrigade.com/towers/missile_silo) 14, [Drone Hive](https://blockadebrigade.com/towers/drone_hive) 14 | | 16–20 | [Airport](https://blockadebrigade.com/towers/airport) 16, [Gravity Well](https://blockadebrigade.com/towers/gravity_well) 18, [Lightning Tower](https://blockadebrigade.com/towers/lightning) 18, [Portal Tower](https://blockadebrigade.com/towers/portal) 20 | | 22–28 | [Tesla Tower](https://blockadebrigade.com/towers/tesla) 22, [Laser Tower](https://blockadebrigade.com/towers/laser) 24, [Railgun Tower](https://blockadebrigade.com/towers/railgun) 28 | So the base's 60 power runs fifteen new Cannons, but only two new Railgun Towers. ### When power runs short When your towers need more than you have, the towers **farthest from the base** go short first. A gun that cannot get enough shows **LOW POWER**: it tracks its target but cannot fire. A tower with none shows **NO POWER** and does nothing. Towers do not slow down on low power; they stop. Planes already in the air run on fuel and keep fighting until the wave ends, then stay down. Every tower has a small lamp on the front of its base: green has power and is idle, orange is working on full power, red is not working (no power, low power or switched off). You can switch any tower off in its panel; a switched-off tower needs no power, so you choose which towers run. - Tips - Your front line is farthest from the base, so it is the first to go dark. Build power before you need it, not when the lamps turn red. - Check the top bar before a boss wave: every gun firing at once is when the need peaks. - Switch off a tower that guards an empty stretch to keep a big gun running. ### Power Plants The [Power Plant](https://blockadebrigade.com/towers/power_plant) costs 200 gold, needs no research and does not shoot. A new plant makes 40 power, and each upgrade adds 20 more, up to level 5 (120). There are no cables: its power goes into one supply for the whole map, so build it wherever there is room. It can go on any tile a tower can. - Height counts: a plant makes 8% more for every level it stands up, on a hill or on platforms. - Power Plants next to each other make more. - Every plant takes a spot a gun could have had: put plants on the spots your guns cannot use well, out of range of the path. ### Heat Some guns heat up as they fire: the [Cannon Tower](https://blockadebrigade.com/towers/cannon), [Tesla Tower](https://blockadebrigade.com/towers/tesla), [Lightning Tower](https://blockadebrigade.com/towers/lightning), [Railgun Tower](https://blockadebrigade.com/towers/railgun) and [Laser Tower](https://blockadebrigade.com/towers/laser). The build bar marks them with a heat icon. Heat works in every game, with power or without. - Every shot adds heat (a Cannon shell 30°C, a Tesla bolt 55°C, a Lightning strike 85°C, a Railgun slug 220°C), and the barrel cools back toward 20°C on its own. - At 400°C a Cannon, Tesla, Lightning or Railgun Tower shows **OVERHEATED**, smokes and stops firing until it is back under 250°C. - The [Laser Tower](https://blockadebrigade.com/towers/laser) works differently: when its heat bar fills it fires one burst at double damage, then rests for 2 seconds. Higher levels build heat more slowly. - The faster a gun fires, the hotter it settles. A level-1 Cannon never overheats on its own, but upgrades and fire-rate cards make it fire faster: from about level 5, a Cannon that fires without a break will overheat unless something cools it. The tower panel has a heat gauge that shows how hot the gun is and what is cooling it. ### Cooling **[Cold Snap](https://blockadebrigade.com/towers/cold_snap):** a hot gun in a Cold Snap's range sheds heat twice as fast at Cold Snap level 1, plus another half for every level after (6.5 times as fast at level 10). Only the strongest Cold Snap in range counts, and a Cold Snap with no power cools nothing. **Water:** water on a tile beside a gun cools it too: 1.5 times as fast with one water tile, 2, 2.5 and 3 times with water on two, three or all four sides. A water tile beside a gun shows a cooling pump. **Both add up:** a level-1 Cold Snap and one water tile give 2.5 times. **See it in the game:** select a Cold Snap and the guns it cools glow icy blue (faintly when a stronger Cold Snap does the work), and its panel says how many it cools, for example “Cooling 4 towers · heat drops 3× faster”. While you place a hot gun, its ghost shows the cooling that spot would get. **Chains share water:** connected towers of one type share their water, so water beside any one of them cools them all. A chain counts one more water tile for each tower beyond the first, up to 12 tiles (7 times as fast): seven connected Cannons with seven water tiles cool 4.5 times as fast. - Tips - A line of Cannons along a river is cheap to power (connected towers need 25% less) and cool to run. - No water where you want it? The bulldozer's Dig makes a water tile for 250 gold (see [Terrain is a weapon](https://blockadebrigade.com/strategies/terrain) ). - Put a Cold Snap where it both slows the path and covers your hottest guns: it does two jobs for one tower. - Keep Infernos in mind: Cold Snap cannot slow them, and their heat clears slows off the enemies around them (see [Armour, shields and flyers](https://blockadebrigade.com/strategies/armour-shields-flyers) ). Same-type neighbours, Support Stations, height and good tower pairings are in the FAQ: [Towers working together](https://blockadebrigade.com/faq#tower-teamwork). The Clanker says Low... battery... [← Armour, shields and flyers](https://blockadebrigade.com/strategies/armour-shields-flyers) [Next: Worm, Blimp, Mech →](https://blockadebrigade.com/strategies/bosses) --- # Terrain Is a Weapon Page: https://blockadebrigade.com/strategies/terrain > Height, platforms and the bulldozer in Blockade Brigade: +8% damage and +0.5 range per level, platform sizes and stacking, digging, filling and the Airport. In Blockade Brigade the ground is not scenery. Every level a tower stands above the flat makes it hit harder and see further, and you can dig, fill, level and build the land to suit you. - Height - Platforms - The bulldozer - Grass, water, ramps - Airport ground work ### Height: +8% damage and +0.5 range a level A tower's height is the hill under it plus any platforms it stands on. Each level adds 8% to its damage and half a tile to its range, with no cap. That is why the best spot on a map is rarely the flat ground beside the path. | Height | Damage | Extra range | Where you find it | | --- | --- | --- | --- | | 0 | 100% | +0 | Flat ground | | 1 | 108% | +0.5 | A Small Platform on the flat | | 3 | 124% | +1.5 | A Large Platform, or a low hill | | 5 | 140% | +2.5 | The tallest common hill; the Grand Canyon's mesas | | 9 | 172% | +4.5 | Three Large Platforms stacked on the flat | | 12 | 196% | +6 | The Islands volcano's summit | | 15 | 220% | +7.5 | The tallest hill: rare on Standard maps, your choice on a Custom Map | - Tips - Height helps long-range guns most: the extra range lets a [Sniper Tower](https://blockadebrigade.com/towers/sniper) or [Missile Silo](https://blockadebrigade.com/towers/missile_silo) on a hilltop cover the path from far back, out of the way. - A hill beside a bend is the best spot on any map: height and two passes at every enemy. - Height counts for the [Power Plant](https://blockadebrigade.com/towers/power_plant) too: it makes 8% more power per level. - For a [Miner](https://blockadebrigade.com/towers/miner) only the hill counts: +15% income per level of hill, up to a hill 5 high. Platforms under it add nothing. See [Gold, Miners and reward cards](https://blockadebrigade.com/strategies/economy). ### Platforms Platforms lift a tower anywhere you can build. They are unlocked with the Platforms research card: | Platform | Height | Price | Research level | | --- | --- | --- | --- | | Small Platform | +1 | 25 gold | 1 | | Medium Platform | +2 | 50 gold | 2 | | Large Platform | +3 | 100 gold | 3 | - **Stacking.** Research level 4 lets you stack platforms 2 high, level 5 lets you stack 3 high. Three never goes higher, so three Large Platforms (+9) is the most a stack can add. - **Prices climb.** Every platform you buy makes the next one of that size cost a tenth more (Small: 25, 28, 31 ...). Plan stacks for your best towers, not for every tower. - **Where they go.** On any land that is not path, water or blocked by a tree or rock, on hilltops and on ramps. On a ramp, a platform is the only way to build. - **Stack on hills.** A Large Platform on a hill 5 high puts a tower at 8: +64% damage and +4 range. ### The bulldozer The TERRAIN tab of the build bar holds the bulldozer's tools. Most of them earn **terrain**, shown in the top bar; Fill spends it. | Tool | Cost | What it does | | --- | --- | --- | | Clear | 50 gold | Removes a tree or boulder. Earns terrain: 3 for a tree, 5 for a boulder. | | Level | 100 gold | Flattens a ramp. Earns 25 terrain for each level of ramp. | | Dig Hill | 100 gold × height | Lowers a hill one level and earns 25 terrain. Not under a tower or platform. | | Fill | 100 gold + 100 terrain | Turns a water tile into ground you can build on. | | Pave | 50 gold | Paves grass, so towers there lose the 5% grass penalty. | | Dig | 250 gold | Makes a water tile, for a Water Pump or to cool a hot gun beside it. | - Tips - Clearing and levelling pay you in terrain: save it up, and Fill opens new ground on watery maps like Islands. - Dig Hill gets dearer the higher the hill. Dig the small ones that are in the way; keep the tall ones for your towers. - Rock peaks on scenario maps cannot be built on, dug or changed at all. ### Grass, water and ramps - **Grass** is soft ground: towers on it do 5% less damage. Pave it, or build on rock. - **Water** takes no ordinary tower, but the [Water Pump](https://blockadebrigade.com/towers/water_pump) stands only on water and gets stronger for every water tile next to it. Water beside any hot gun cools it (see [Power and heat](https://blockadebrigade.com/strategies/power-and-heat) ). - **Ramps**, the slopes between heights, take no tower or Miner on their own: put a platform on them, or flatten them with Level. - **Hilltops** are where Miners go, and only there. ### Airport ground work The [Airport](https://blockadebrigade.com/towers/airport) takes 8 tiles (press R to turn it) and never goes on a platform. On uneven ground it prepares its own site as you place it: it digs hills down, fills water, levels ramps and clears trees and rocks. That work is added to its price and is not refunded if you sell it, so look for the flattest spot you can before you build. Its planes fly, so the ground under the Airport does not change their damage. The Clanker says Is the ground... supposed to wiggle like that? [← Your first ten waves](https://blockadebrigade.com/strategies/first-ten-waves) [Next: Gold, Miners and reward cards →](https://blockadebrigade.com/strategies/economy) --- # Every Tower's Job Page: https://blockadebrigade.com/strategies/tower-roles > Every Blockade Brigade tower and its job: crowds, armour, reach, control, support and gold. Each tower's price, main strength and the second thing it does well. Every tower has one job it does better than any other, and a second thing it is good at. Know the job and you know where it goes. All-rounder 1 tower | Tower | Price | Its job | Also good at | | --- | --- | --- | --- | | [Cannon Tower](https://blockadebrigade.com/towers/cannon) | 50 | Cheap, steady damage on ground and air | The best first tower of a game | Crowds 5 towers | Tower | Price | Its job | Also good at | | --- | --- | --- | --- | | [Cluster Mortar](https://blockadebrigade.com/towers/cluster_mortar) | 250 | The biggest splash: one bomb can catch a whole group | Cracks armour | | [Acid Tower](https://blockadebrigade.com/towers/acid) | 120 | Several hoses melt the health of a group | Covers a bend in the path well | | [SawBlade Tower](https://blockadebrigade.com/towers/saw_blade) | 150 | Sends a blade down the path that hits everything on it | Good armour damage | | [Lightning Tower](https://blockadebrigade.com/towers/lightning) | 125 | Lightning chains from enemy to enemy; shocked enemies draw more chains | Overcharges on 4 or more hits | | [Tesla Tower](https://blockadebrigade.com/towers/tesla) | 600 | Bolts that jump between enemies | Strong against shields | Armour and big targets 4 towers | Tower | Price | Its job | Also good at | | --- | --- | --- | --- | | [Missile Silo](https://blockadebrigade.com/towers/missile_silo) | 200 | The armour specialist, ground and air | Stronger built in groups of 2 or 3 | | [Railgun Tower](https://blockadebrigade.com/towers/railgun) | 450 | One shot goes through a whole line of enemies | The most armour and shield damage per shot | | [Magnet Tower](https://blockadebrigade.com/towers/magnet) | 325 | Tears armour off enemies | Turns that armour into heavy armour-piercing slugs | | [Laser Tower](https://blockadebrigade.com/towers/laser) | 175 | Boss and Blimp killer: the beam keeps getting stronger on one target | Burns through armour and reaches any height | Reach 4 towers | Tower | Price | Its job | Also good at | | --- | --- | --- | --- | | [Sniper Tower](https://blockadebrigade.com/towers/sniper) | 500 | Very long range, big single hits | Strong against shields and armour | | [Helicopter](https://blockadebrigade.com/towers/helicopter) | 200 | Huge range: it flies out to the enemy | You pick its focus: shields, armour or health | | [Airport](https://blockadebrigade.com/towers/airport) | 800 | Planes cover nearly the whole map | Splash on ground and air | | [Drone Hive](https://blockadebrigade.com/towers/drone_hive) | 375 | Drones chase an enemy far beyond the tower's range | Hits ground and air | Special enemies 1 tower | Tower | Price | Its job | Also good at | | --- | --- | --- | --- | | [Water Pump](https://blockadebrigade.com/towers/water_pump) | 500 | Inferno killer: huge damage against fire enemies | Much stronger with water around it | Control 3 towers | Tower | Price | Its job | Also good at | | --- | --- | --- | --- | | [Cold Snap](https://blockadebrigade.com/towers/cold_snap) | 75 | Slows enemies, ground and air | Critical hits freeze them | | [Gravity Well](https://blockadebrigade.com/towers/gravity_well) | 400 | Pulls enemies into one tight group | Splash towers and Missile Silos in its range fire the moment the group forms | | [Portal Tower](https://blockadebrigade.com/towers/portal) | 475 | Sends enemies back down the path | A hit when they land | Support and gold 4 towers | Tower | Price | Its job | Also good at | | --- | --- | --- | --- | | [Support Station](https://blockadebrigade.com/towers/support_station) | 600 | Boosts the towers around it | You pick the boost: damage, reload speed or range | | [Repair Drones](https://blockadebrigade.com/towers/repair_drones) | 300 | Repairs base lives after each wave | More drones, more lives repaired | | [Miner](https://blockadebrigade.com/towers/miner) | 150 | Earns gold every wave | Earns more on taller hills | | [Power Plant](https://blockadebrigade.com/towers/power_plant) | 200 | Makes power for your towers | Makes more on a hill or a platform | - Putting a team together - Cover the three kinds of trouble: something for crowds, something for armour and something that hits flyers. See [Armour, shields and flyers](https://blockadebrigade.com/strategies/armour-shields-flyers). - Control towers do little damage themselves. Their job is to give your damage towers more time or better targets: a Cold Snap in front of your big guns, a Gravity Well next to your splash. - A Support Station is only as good as the towers it reaches. Put it beside your strongest ones. - Not every tower is open at the start: many are unlocked with research. The Clanker says Every tower has a job. Mine is to walk. I am very good at it. [← Worm, Blimp, Mech](https://blockadebrigade.com/strategies/bosses) [All guides →](https://blockadebrigade.com/strategies) --- # Acid Tower Page: https://blockadebrigade.com/towers/acid > The Acid in Blockade Brigade: 120 gold, ground only. Its hoses, splash, armour damage, every level's stats, research and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Acid Tower Multi-hose acid spray, melts health 120 gold, Ground only, Research 10000 The Acid sprays a fan of acid hoses at the ground enemies in front of it: 3 hoses at level 1, up to 6 at the top levels, each one aimed at a different enemy. Every glob splashes 60% of its damage onto the enemies around where it lands, so a crowded bend takes damage all over. It costs 120 gold, never overheats, and level 10 does about 10 times the damage per second of level 1. The catch: it cannot hit anything in the air. Build your own Acid ### Attributes Level 1, on the ground Cost 120 gold to build Unlock 10,000 XP XP to research it (main menu, Upgrades & Research) Sell value 90 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground Damage 30 Fire rate 0.8/s DPS 24 damage a second, one hit on one target, before armour Range 4.5 2.25 tiles Targets at once 3 hoses, one enemy each Power uses 6 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Acids need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Damage, Fire Rate, Range, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Crowds, not bosses Each volley's damage is shared by its hoses, and every glob splashes 60% onto enemies within 2 of where it lands. The tighter the pack, the more each volley does. A lone enemy just takes all the hoses. #### Put it on a bend Where the path doubles back, more enemies stand in range and close together, so more hoses find a target and more splash lands. #### Slow them down A Cold Snap nearby keeps enemies bunched up and in range longer, which is exactly what the splash wants. #### Cover the sky The Acid hits ground enemies only. Keep a Cannon or another gun that hits air close by for anything that flies. #### Build in rows, go high Each Acid on the four sides of another gives it +15% damage and +10% fire rate (up to +60% and +40%). Each level of hill or platform gives +8% damage and +0.5 range; on bare grass it loses 5% damage, unless it stands on a platform. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Acid ends up doing, worked out the way the game does it: how many hoses, the damage of each glob and its splash. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 10,000 XP; its upgrades: 120,000 XP for all. - **Acid Damage:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Acid Fire Rate:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Acid Range:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Acid Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Acid Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Each shot sprays one glob per hose (3, 3, 4, 4, 5, 6, 6, 6, 6, 6 hoses for levels 1 up), each at a different enemy; the damage is shared by the hoses, so one enemy alone takes it all. Every glob also hits every other enemy within 2 of it for 60% of the glob. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/acid#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 672.75, fire rate 1.7/s, DPS 1,144, range 7.2. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/acid#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 2146.07, fire rate 2.21/s, DPS 4,743, range 14.7. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is a whole volley, shared by the hoses; damage per second = damage x fire rate, before splash. Power is what it needs while it has a target. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 120 | 120 | 30 | 0.8/s | 24 | 4.5 | 6 | | 2 | 168 | 288 | 42 | 0.9/s | 38 | 4.8 | 7 | | 3 | 235 | 523 | 54 | 1/s | 54 | 5.1 | 8 | | 4 | 329 | 852 | 66 | 1.1/s | 73 | 5.4 | 10 | | 5 | 460 | 1,312 | 78 | 1.2/s | 94 | 5.7 | 11 | | 6 | 645 | 1,957 | 90 | 1.3/s | 117 | 6 | 12 | | 7 | 903 | 2,860 | 102 | 1.4/s | 143 | 6.3 | 13 | | 8 | 1,264 | 4,124 | 114 | 1.5/s | 171 | 6.6 | 14 | | 9 | 1,770 | 5,894 | 126 | 1.6/s | 202 | 6.9 | 16 | | 10 | 2,479 | 8,373 | 138 | 1.7/s | 235 | 7.2 | 17 | **Hoses**3 at levels 1-2, 4 at levels 3-4, 5 at level 5 and 6 from level 6. Each new hose lets a volley reach one more enemy of a crowd. **Gold**Early levels are cheap and the best damage for the gold: level 2 adds 8 damage per second for every 100 gold. Once it has all 6 hoses, upgrades add damage, fire rate and range only, and they get dear (level 10 alone costs 2,479 gold). ### Research Research (main menu, Upgrades & Research) makes every Acid you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Acid Damage +10% damage a level, +50% at level 5. Splash grows with it. #### Acid Fire Rate +6% spray rate a level, +30% at level 5. #### Acid Range +6% range a level, +30% at level 5. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Acid FAQ Can the Acid hit flying enemies? No. It hits ground enemies only. Keep a Cannon or another gun that hits air near it. How many enemies does the Acid hit at once? One per hose: 3 at levels 1-2, 4 at levels 3-4, 5 at level 5 and 6 from level 6. Each hose picks a different enemy in range, in the order of its targeting choice. With fewer enemies than hoses, the spare hoses double up on the same ones. Splash then reaches the enemies around each one. Do more hoses mean more damage? Not on their own: a volley's damage is shared by its hoses, so a volley does the same total damage on one enemy as on six. What more hoses give you is reach: more enemies hit directly, and more splash spread through a crowd. How does the splash work? Every glob that lands also hits every other enemy within 2 of it for 60% of the glob's damage. Globs landing close together each splash, so an enemy in the middle of a pack can be splashed by several. If its target dies before a glob lands, that glob does nothing. Does the acid keep burning, like poison? No. The acid does all its damage when it lands; the fizzing on the enemy is just for show. To make it poison, pick a Poison end-of-wave card for the Acid: each hit, splash too, then leaves poison worth that share of the hit every second for 4 seconds, straight to health past shield and armour. There is no Poison research for the Acid. Is the Acid good against armour? A little. On top of its damage, each volley does 10 extra to armour and 5 extra to shields, shared by its hoses, but its acid does not get past armour: armour still soaks each hit first. Armour Damage end-of-wave cards add more. Against heavy armour, put a Magnet near it, which tears armour off enemies in range. Is it better to upgrade my Acid or build more? Early on, build more, side by side. A second Acid beside the first costs 144 gold and, with the neighbour bonus on both, adds about 37 damage per second; upgrading the first to level 2 costs 168 gold and adds 14. Upgrades also add hoses (3 at levels 1-2, 4 at levels 3-4, 5 at level 5 and 6 from level 6), which matters most against crowds. Why did my Acid stop spraying? It does not overheat, so it is either short of power or has nothing on the ground in range. LOW POWER means it can track but not fire, NO POWER means it does nothing. An Acid needs 6 power at level 1 and 17 at level 10. How much power does a Acid use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 6 at level 1, 17 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Airport Page: https://blockadebrigade.com/towers/airport > The Airport in Blockade Brigade: 800 gold, planes that hit ground and air. Planes per level, ground work, every level's stats, research and FAQ. [Basic Tower](https://blockadebrigade.com/towers/basic) ## Airport Multi-plane airbase. 800 gold, Ground + Air, Research 200000 The Airport is a whole airfield: a control tower, hangars and a runway across 8 tiles. When a wave starts its planes taxi out, take off and dive on enemies on the ground and in the air, then land again when the wave is over. It has 1 plane at level 1 and 3 at level 10, a range that covers most of the map, and from level 6 its planes fire missiles that splash. It costs 800 gold and its full power all the time; one plane's listed damage per second at level 10 is about 9 times level 1's. Build your own Airport ### Attributes Level 1, on the ground Cost 800 gold to build Unlock 200,000 XP XP to research it (main menu, Upgrades & Research) Sell value 600 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 35 Fire rate 2.5/s DPS 88 damage a second, one hit on one target, before armour Range 80 40 tiles Targets at once 1 plane Power uses 16 all the time It works all the time, so it has no standby. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Airports need 25% less power. Platforms +8% damage, +0.5 range a level of height Can't go on platforms already there. Levelling its ground can dig hills down, raise platforms under the low tiles, or both (the cheapest is offered; T picks another); the ground work is added to the price and not refunded, the platforms stay yours and sell on their own. It stands at the height its tiles were levelled to. Hills up to 15 (above 5 is rare). Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Air Strike Power, Rapid Sortie, Extended Patrol, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Leave room for it It needs 8 tiles in a block, clear of the path and of other towers, and it cannot go on platforms already there. R turns it before you place it. On uneven ground it levels its own tiles, digging hills down, raising platforms under the low tiles, or both (T picks which); the ghost shows the price plus that ground work, which you do not get back when you sell. #### Anywhere in reach Its range covers most of the map, so build it where the space is, not next to the path. The planes come to the enemies. #### Air and ground Planes hit both, so an Airport backs up guns that cannot shoot up, like an Acid. #### Upgrade for planes 1 at levels 1-4, 2 at levels 5-9 and 3 at level 10. Each plane flies and fights on its own, so the jumps to a new plane are the big ones. From level 6 the planes fire missiles that also hurt enemies close to the target, and from level 8 every volley does 50% more. #### Keep it powered An airfield has no standby, it draws its full power all game. With no power when a wave starts, the planes stay in their hangars for that wave. #### Go high Each level of hill under it gives +8% damage. Bare grass costs it nothing: its planes fly. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Airport's planes end up doing, worked out the way the game does it: how many planes, each plane's volley, its critical hits and missile splash. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (1 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 200,000 XP; its upgrades: 120,000 XP for all. - **Air Strike Power:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Rapid Sortie:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Extended Patrol:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Airport Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Airport Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x1 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Planes 1, 1, 1, 1, 2, 2, 2, 2, 2, 3 (levels 1 up) fly attack runs of 6, 8, 10, 12, 14, 16, 18, 20, 22, 24 volleys; a volley does the damage x 1.25, x 1.5 from level 8, and a crit (12, 14, 16, 18, 20, 22, 24, 26, 28, 30%) x 1.5. From level 6 the volleys are missiles that splash 60% within 2. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/airport#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 828.75, fire rate 4.75/s, DPS 3,937, range 152. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/airport#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 2643.71, fire rate 6.175/s, DPS 16,325, range 159.5. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is one plane's whole volley, shared by its guns; fire rate is volleys a second for each plane while it is diving at a target, and damage per second = damage x fire rate for one plane. Power is what it needs all the time. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 800 | 800 | 35 | 2.5/s | 88 | 80 | 16 | | 2 | 1,040 | 1,840 | 50 | 2.75/s | 138 | 88 | 19 | | 3 | 1,352 | 3,192 | 65 | 3/s | 195 | 96 | 22 | | 4 | 1,757 | 4,949 | 80 | 3.25/s | 260 | 104 | 26 | | 5 | 2,284 | 7,233 | 95 | 3.5/s | 332 | 112 | 29 | | 6 | 2,970 | 10,203 | 110 | 3.75/s | 412 | 120 | 32 | | 7 | 3,861 | 14,064 | 125 | 4/s | 500 | 128 | 35 | | 8 | 5,019 | 19,083 | 140 | 4.25/s | 595 | 136 | 38 | | 9 | 6,525 | 25,608 | 155 | 4.5/s | 698 | 144 | 42 | | 10 | 8,483 | 34,091 | 170 | 4.75/s | 808 | 152 | 45 | **Planes**1 at levels 1-4, 2 at levels 5-9 and 3 at level 10. A plane added in the middle of a wave waits in its hangar and flies from the next wave on. **Levels 6 and up**The planes become jets and fire missiles: each one splashes 60% of its damage onto the enemies within 2 of where it lands. From level 8 every volley also does 50% more than the damage listed. **Gold**It is dear to build and to upgrade (level 2 costs 1,040 gold, level 10 alone 8,483), but each upgrade adds damage, fire rate, range and longer attack runs to every plane. ### Research Research (main menu, Upgrades & Research) makes every Airport you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Air Strike Power +10% damage a level, +50% at level 5, for every plane's guns and missiles. #### Rapid Sortie +6% fire rate a level, +30% at level 5: more volleys in each dive. #### Extended Patrol +6% patrol range a level, +30% at level 5: the planes hunt further from the airbase. #### Airport Deep Wound Each level: enemies a plane hits, missile splash too, take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up. #### Airport Poison Each level: every bullet and missile, splash too, leaves poison worth 1% of its damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - It is not placed on platforms you have built. On uneven ground it levels its own tiles as it goes down: it digs the high ones and raises the low ones with platforms (T picks dig, platforms or both), so it can end up standing on platforms after all. - Highest it can stand: 15 levels, **+120% damage, +7.5 range**. - Grass under it does not matter (it deals full damage anywhere). ### Airport FAQ Can I put an Airport on a platform? Not on platforms already there: it cannot be built over one, or half on a hillside ramp or a hill of a different height. But on uneven ground it prepares its own ground as you place it, and that can build platforms: it digs hills down, raises platforms under the low tiles, or does both, and also clears trees and rocks and fills water. It offers the cheapest plan, and T picks another. It then stands at the height its tiles were levelled to. The ghost shows the price plus the ground work; the ground work is not refunded when you sell, and the platforms it raised stay yours and sell on their own. How many planes does an Airport have? 1 at levels 1-4, 2 at levels 5-9 and 3 at level 10. A new plane from an upgrade during a wave waits in its hangar and takes off with the others when the next wave starts. When do the planes fly? Only during waves. When a wave starts the hangar doors open and the planes taxi out and take off, which takes a few seconds; when the wave is over they land and taxi back in. If the next wave starts while they are landing, they turn round and fight again. Can the Airport hit flying enemies? Yes. Its planes attack enemies on the ground and in the air, picking the Airport's current target as they start each attack run. How much damage does a plane do? Each volley does the damage the panel lists, plus 25% because the planes always aim for health, shared by its guns. From level 8 a volley does 50% more. Every volley has a chance to be a critical hit, 12% at level 1 rising to 30% at level 10, for 50% more. From level 6 the guns fire missiles that also hit the enemies within 2 of the target for 60% of their damage. Each volley also does 12 extra to armour and 12 extra to shields. Why do my planes stop firing and fly round? Planes fire only while they dive at a target. An attack run ends after its volleys are spent (6 at level 1, 24 at level 10), when the plane flies over the target, or after a few seconds; then it pulls up and comes round for the next run. So a plane spends part of every wave turning, not shooting. How much power does an Airport use when it has nothing to shoot? Its full power, all the time: an airfield has no standby. It needs 16 power at level 1 and 45 at level 10. With no power when a wave starts, the planes stay in their hangars for that wave. Planes already in the air fly on until they land; its light shows orange while they do. Does grass or height matter for an Airport? Grass does not: its planes fly, so bare ground costs it no damage. Height does: each level of hill under it gives +8% damage. --- # Cannon Tower Page: https://blockadebrigade.com/towers/cannon > The Cannon in Blockade Brigade: 50 gold, hits ground and air. Every level's stats, how it overheats and how water and the Cold Snap cool it, research and FAQ. [Basic Tower](https://blockadebrigade.com/towers/basic) ## Cannon Tower Balanced damage and fire rate 50 gold, Ground + Air The Cannon is the one gun you can build without research, and one you will keep building all game. At 50 gold it hits ground and air, one target at a time, and every upgrade adds damage, fire rate and range: level 10 does about 20 times the damage per second of level 1. The catch is heat. Every shot warms the barrel, and from level 5 a Cannon firing nonstop runs hot enough to overheat and go quiet in the middle of a wave. Build it beside water or inside a Cold Snap's snow and it keeps firing. Build your own Cannon ### Attributes Level 1, on the ground Cost 50 gold to build Unlock free every player has it from the start Sell value 37 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 20 Fire rate 1/s DPS 20 damage a second, one hit on one target, before armour Range 5 2.5 tiles Targets at once 1 target Power uses 4 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Heat +30 °C a shot Overheats at 400 °C, fires again at 250 °C. Nonstop fire at this level peaks at 215 °C: stays cool Cooling Water beside it 1.5x, +0.5x each more (up to 3x) A connected row shares up to 12 water tiles. A Cold Snap over it: 2x to 6.5x. A cooling pump appears on its base by water. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Cannons need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Field gun: single round barrel. Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Damage, Fire Rate, Range, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Early game Two or three Cannons where the path bends, so each one fires for longer. Each new Cannon costs 20% of its price more than the last (50, 60, 70, 80...), so they stay cheap for a while. #### Build in rows Each Cannon on the four sides of another gives it +15% damage and +10% fire rate (up to four: +60% and +40%). Connected Cannons also need 25% less power each and share their water for cooling. #### Go high Each level of hill or platform gives +8% damage and +0.5 range. On bare grass it loses 5% damage, unless it stands on a platform. #### Keep it cool From level 5 a Cannon that fires nonstop overheats on its own. Water beside it or a Cold Snap over it fixes that (below). #### Upgrade the ones in your best spots A Cannon on a bend, up high, in a row and kept cool turns every upgrade into more damage than one alone in a corner. ### Build it Pick a level, research, end-of-wave cards, where it stands and what cools it, and see what your Cannon ends up doing, worked out the way the game does it. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. - **Cooling:** 1 + (Cold Snap - 1) + water. Cold Snap: 2x at level 1, +0.5x a level (only the strongest powered one counts). Water: +0.5 for the first tile, +0.5 each more. A tower counts its own water (up to 4 sides); in a connected chain it counts the chain's water, up to 4 + 1 per extra tower in the chain, never over 12. - **Heat:** Each shot adds 30 C; between shots the heat above 20 C drains by exp(-seconds x cooling / 6). Nonstop fire levels off with its hottest point, just after each shot, at 20 + 30 / (1 - exp(-cooling / (fire rate x 6))) and its average at 20 + fire rate x 30 x 6 / cooling. A shot that takes it to 400 C overheats it: it stops firing until it has cooled to 250 C. Cooling needed to never overheat = -fire rate x 6 x ln(1 - 30 / (400 - 20)). #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: free (every player has it); its upgrades: 120,000 XP for all. - **Cannon Damage:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Cannon Fire Rate:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Cannon Range:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Cannon Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Cannon Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/cannon#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 536.25, fire rate 3.7/s, DPS 1,984, range 9.5, cooling 1x, needs 1.83x to never overheat (overheats). - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3`](https://blockadebrigade.com/towers/cannon#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3): damage 1710.64, fire rate 4.81/s, DPS 8,228, range 17, cooling 8x, needs 2.37x to never overheat (stays cool). #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain How the Battle test works it out (enemies walking past) Pick enemies and waves, the path and how many towers; the walk plays at 1x to 5x and says which enemies die and what would stop the rest. A build link with `~vb` opens it. - Enemy health, armour and shield grow 1.15x a wave in the game's own numbers (bosses at half that), speed up to 3x; each enemy's numbers for waves 1 to 60 come from the game itself. - A wave's enemies come out 1 s apart (the Gap setting). Ground enemies with momentum run their straight-line bonus faster; flyers fly straight over the towers at their flight height. - Range is measured in 3D from the tower's base. A Cannon keeps its target while it is in range and every 0.2 s moves to the enemy furthest along the path; it fires as soon as it is ready, then every 1 / fire rate. Shells fly at 15 units a second, home in and land even after the enemy left the range. - The barrel heats 30 C a shot and locks out at 400 C until 250 C, as in the heat panel. - Each hit goes to the shield first (plus the Shield Damage bonus), then the armour (plus the Armor Damage bonus), then health; flyers take no shield or armour bonus. - Deep Wound: each tower's wound lasts 4 s after its last hit on that enemy, and all wounds on it add to every hit. Poison: each hit adds damage dealt x the poison % a second to that tower's poison on the enemy, dealt every 0.5 s straight to health, for 4 s after the last hit. - A Cold Snap (centred on the first tower): range 4.5 + 0.3 a level, pulses 0.8 + 0.15 a second on up to its level in enemies, slows 30% + 5% a level (up to 70%) for 2 s; repeated slows multiply down to 10% of speed (2% at the top levels). Its freeze crits (5% + 3% a level) and its own damage are not counted, so the verdict is the worst case. - More towers stand in a row beside the path before the first, each exactly like the configured one, each with its own time in range. Not played out: enemy abilities, height in the range check, enemies waiting at the entrance. ### Every level Base numbers: no research, cards, height or neighbours. Damage per second = damage x fire rate. Power is what it needs while it has a target (1 on standby). The last two columns are for nonstop fire: the heat it levels off at, and how much faster it must shed heat to never reach 400°C. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | Nonstop fire peaks at | Cooling it needs | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 50 | 50 | 20 | 1/s | 20 | 5 | 4 | 215°C | none | | 2 | 75 | 125 | 30 | 1.3/s | 39 | 5.5 | 5 | 269°C | none | | 3 | 112 | 237 | 40 | 1.6/s | 64 | 6 | 6 | 323°C | none | | 4 | 168 | 405 | 50 | 1.9/s | 95 | 6.5 | 6 | 377°C | none | | 5 | 253 | 658 | 60 | 2.2/s | 132 | 7 | 7 | 431°C | 1.1x | | 6 | 379 | 1,037 | 70 | 2.5/s | 175 | 7.5 | 8 | 485°C | 1.3x | | 7 | 569 | 1,606 | 80 | 2.8/s | 224 | 8 | 9 | 539°C | 1.4x | | 8 | 854 | 2,460 | 90 | 3.1/s | 279 | 8.5 | 10 | 593°C | 1.6x | | 9 | 1,281 | 3,741 | 100 | 3.4/s | 340 | 9 | 10 | 647°C | 1.7x | | 10 | 1,922 | 5,663 | 110 | 3.7/s | 407 | 9.5 | 11 | 701°C | 1.9x | **Levels 1-4**Cheap, and cool even firing nonstop. The best damage for the gold: level 2 adds 25 damage per second for every 100 gold, level 4 still 18. **Levels 5-6**Still good value (11-15 damage per second per 100 gold), but a Cannon that fires nonstop now needs cooling: one water tile (1.5x) is enough up to level 7. **Levels 7-10**Each upgrade costs about half of all the gold the Cannon has cost so far (51-55%) and adds 3-9 damage per second per 100 gold. Worth it on a Cannon with neighbours, water and a Cold Snap, where every bonus multiplies the bigger numbers; for a lone Cannon, another Cannon in a row is often more damage for the gold. ### Heat and cooling #### Water 1.5x One water tile beside it; +0.5x for each more, up to 3x. A connected row shares up to 12. #### Cold Snap 2-6.5x Inside a powered Cold Snap's range, level 1 to 10. Only the strongest one counts. #### Both 2.5x A level-1 Cold Snap and one water tile: the two add up. #### Nonstop fire, no cooling overheats at 400°C Level 1 215°C Level 10 701°C - **Every shot adds 30°C** to the barrel. Between shots it cools back toward 20°C, fastest when it is hottest: each second it sheds about 15% of its heat above 20°C. - **Fired nonstop, it levels off** where the heat it adds matches the heat it sheds. A level 4 Cannon (1.9 shots a second) settles at about 380°C; at level 5 (2.2 shots a second) it climbs to about 430°C, past the limit. - **At 400°C it overheats:** it shows OVERHEATED, smokes and stops firing until it is back under 250°C. That takes about 3 seconds on its own, 1.5 seconds in a level-1 Cold Snap's snow. - **Water beside it:** one water tile next to the Cannon makes it shed heat 1.5x as fast, +0.5x for each more, up to 3x with water on all four sides; a small cooling pump appears on its base. Connected Cannons share their water: a row counts one more water tile for each Cannon after the first, up to 12 tiles. No water? The bulldozer's Dig makes a water tile. - **A Cold Snap over it:** inside a powered Cold Snap's range a hot gun sheds heat 2x as fast at Cold Snap level 1, +0.5x for each level after (6.5x at level 10). Only the strongest Cold Snap over a gun counts. It also slows the enemies, so they stay longer in front of your guns. - **Faster fire means more heat:** fire-rate research, cards and neighbours all add shots. A level-10 Cannon firing nonstop needs 1.9x cooling, and with four Cannons beside it 2.6x: water on four sides (3x) or a level-3 Cold Snap (3x). - **See it in the game:** the tower panel's heat gauge shows how hot it is and what is cooling it (and up to which level it fires nonstop without overheating with that cooling), and while you place a Cannon its ghost shows the cooling that spot gets, before you pay. A Cannon with nothing to shoot cools by itself. ### Research Research (main menu, Upgrades & Research) makes every Cannon you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Cannon Damage +10% damage a level, +50% at level 5. #### Cannon Fire Rate +6% fire rate a level, +30% at level 5. More shots means more heat, too. #### Cannon Range +6% range a level, +30% at level 5. #### Cannon Deep Wound Each level: enemies a Cannon hits take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up. #### Cannon Poison Each level: a hit leaves poison worth 1% of the hit's damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour. #### Challenge ##### Cannon Challenge Cannons only, and Power Plants to run them. No research: everyone starts alike. Pick it on a map card under New Game. - **Goal:** get as far as you can on Grand Canyon, Islands or Spiral (40 waves each). Ranked by the furthest wave, then the most kills, then the fastest time. - **Towers:** only Cannon and Power Plant. - **Research:** off. Your research bonuses, starting gold, base health and level caps do not count, so everyone starts alike; everyone gets small, medium, large platforms, no stacking. - **Start:** +100 gold, 10 card rerolls (usually 6). - **End-of-wave cards:** stat cards only for Cannon; tower cards 1.5x as often; tower cards worth 1.5x; +1 card 3x as often; Extra Lives 2x as often. - **Reward:** a place on that map's Cannon Challenge board on the [Leaderboards](https://blockadebrigade.com/leaderboards). Each map has its own, apart from the normal boards; play signed in, with leaderboards allowed in Settings > General. - **Best run:** each game you finish, won or lost, posts its run; the board shows each player once, with their best run. Nothing carries over between games. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Cannon FAQ Is it better to upgrade my Cannon or build more? Early on, build more, side by side. A second Cannon beside the first costs 60 gold and, with the neighbour bonus on both, adds about 31 damage per second; upgrading the first to level 2 costs 75 gold and adds 19. Upgrades get dearer fast (level 10 alone costs 1,922), while each new Cannon costs just 10 gold more than the last. But every Cannon needs power and a good spot near the path, so once your best spots are full, upgrade the Cannons on them. Can the Cannon hit flying enemies? Yes. It hits ground and air, one target at a time. Why did my Cannon stop firing? Most often it overheated: it shows OVERHEATED and smokes, and fires again once it has cooled to 250°C (about 3 seconds). Or it is short of power: LOW POWER means it can track but not fire, NO POWER means it does nothing. A Cannon needs 4 power at level 1 and 11 at level 10, and connected Cannons need 25% less each. Build a Power Plant, or switch off a tower guarding an empty stretch. How do I stop my Cannon overheating? Water beside it, a Cold Snap over it, or both. Firing nonstop, a level-10 Cannon needs 1.9x cooling: water on two sides (2x) or a level-1 Cold Snap (2x). With four Cannons beside it, it needs 2.6x: water on four sides (3x) or a level-3 Cold Snap (3x). Fewer upgrades work too: up to level 4 it never overheats on its own. Only the strongest Cold Snap over it counts: two don't add up, but water adds on top of one. Does the Water Pump cool my Cannons? No. The water does: a water tile right beside the Cannon. The Water Pump is a tower of its own that stands on water and blasts Infernos. Do two Cold Snaps cool a Cannon twice as fast? No. Only the strongest Cold Snap over a gun counts. Give each Cold Snap its own group of guns, or upgrade the one you have: each level adds 0.5x. Where is the best place for a Cannon? On high ground where the path bends past it, in a row of Cannons, beside water or inside a Cold Snap's snow. Avoid bare grass (5% less damage) unless it stands on a platform. Before you pay, the placement ghost shows what the spot gives. Is the Cannon good against armour? Not on its own: heavy armour takes a bite out of every shell. Put a Magnet near your Cannons, which tears armour off enemies in range, or research Cannon Poison, which goes straight to health. What is the Cannon Challenge? A challenge where you may build only Cannons and Power Plants, with no research, so everyone starts alike. It is played on Grand Canyon, Islands and Spiral (40 waves each), each map with its own leaderboard. At what level will my Cannon start to overheat with the cooling it has? The tower panel works it out for you: under its heat gauge it says "Fires nonstop without overheating up to level N; from level N+1 it overheats" (or "at every level"), or, if it already overheats, how much more cooling it needs. It uses the Cannon's fire rate at each level and the cooling it has right now (Cold Snaps in range, water beside it), and it changes when you add or upgrade a Cold Snap or add water. Nonstop fire is the worst case: with gaps between enemies it stays cooler. How much power does a Cannon use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 4 at level 1, 11 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Cluster Mortar Page: https://blockadebrigade.com/towers/cluster_mortar > The Cluster Mortar in Blockade Brigade: 250 gold, a lobbed shell that bursts into up to 12 bomblets. Levels, blast sizes, research and FAQ. [Basic Tower](https://blockadebrigade.com/towers/basic) ## Cluster Mortar Arcing bombs with huge splash, ground only 250 gold, Ground only, Research 40000 The Cluster Mortar lobs a heavy shell high over the path. Where it lands it blows up, hitting the enemy it aimed at and splashing everything around it, then bursts into a ring of bomblets that scatter and blow up too: 3 bomblets at level 1, one more every level, 12 at level 10. It costs 250 gold, never overheats, and level 10 does about 8 times the damage per second of level 1. The catch: it hits ground enemies only, it fires slowly, and it cannot shoot anything within 2 of itself. Build your own Cluster Mortar ### Attributes Level 1, on the ground Cost 250 gold to build Unlock 40,000 XP XP to research it (main menu, Upgrades & Research) Sell value 187 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground Damage 80 Fire rate 0.4/s DPS 32 damage a second, one hit on one target, before armour Range 8 4 tiles Targets at once 3 bomblets, each splashes Power uses 8 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Cluster Mortars need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Damage, Fire Rate, Range, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Crowds, not single enemies One shell hits its target for full damage, every other enemy within 3 of where it lands for 60% (the blast grows to 5.52 at level 10), and then its bomblets pepper the ground around it. The tighter the pack, the more each shell does. #### Stand back from the path It cannot target anything within 2 of itself; the red circle in its range display shows that blind spot. Build it a little away from the path, where the path runs through its range but outside the blind spot, and keep another gun close for anything that slips inside. #### Slow them down The shell flies to where its target was when it fired and does not follow it. A Cold Snap nearby keeps enemies bunched up and inside the blast when the shell comes down. #### Cover the sky The Cluster Mortar hits ground enemies only. Keep a Cannon or another gun that hits air close by for anything that flies. #### Cover the reload Between shells it does nothing. Fast towers beside the same stretch pick off what survives the blast. #### Build in rows, go high Each Cluster Mortar on the four sides of another gives it +15% damage and +10% fire rate (up to +60% and +40%). Each level of hill or platform gives +8% damage and +0.5 range; on bare grass it loses 5% damage, unless it stands on a platform. Every bomblet gets the extra damage too. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Cluster Mortar ends up doing, worked out the way the game does it: the shell's hit, its blast, and how many bomblets it scatters and what each one does. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 40,000 XP; its upgrades: 120,000 XP for all. - **Cluster Mortar Damage:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Cluster Mortar Fire Rate:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Cluster Mortar Range:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Cluster Mortar Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Cluster Mortar Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - A shell lands where its target was when it fired: the target takes the full hit if it is still in the blast (3, 3.28, 3.56, 3.84, 4.12, 4.4, 4.68, 4.96, 5.24, 5.52 for levels 1 up), every other enemy in it 60%. Then 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 bomblets scatter, each hitting every enemy in its own blast for 15% of the shell's damage. It cannot shoot anything within 2 of itself. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/cluster_mortar#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 1486.88, fire rate 0.85/s, DPS 1,264, range 12.5. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/cluster_mortar#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 4743.13, fire rate 1.105/s, DPS 5,241, range 20. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is the shell's hit on the enemy it aimed at; damage per second = damage x fire rate on that one enemy, before the blast and the bomblets. Splash is the size of the shell's blast. Power is what it needs while it has a target. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 250 | 250 | 80 | 0.4/s | 32 | 8 | 8 | | 2 | 375 | 625 | 105 | 0.45/s | 47 | 8.5 | 10 | | 3 | 562 | 1,187 | 130 | 0.5/s | 65 | 9 | 11 | | 4 | 843 | 2,030 | 155 | 0.55/s | 85 | 9.5 | 13 | | 5 | 1,265 | 3,295 | 180 | 0.6/s | 108 | 10 | 14 | | 6 | 1,898 | 5,193 | 205 | 0.65/s | 133 | 10.5 | 16 | | 7 | 2,847 | 8,040 | 230 | 0.7/s | 161 | 11 | 18 | | 8 | 4,271 | 12,311 | 255 | 0.75/s | 191 | 11.5 | 19 | | 9 | 6,407 | 18,718 | 280 | 0.8/s | 224 | 12 | 21 | | 10 | 9,610 | 28,328 | 305 | 0.85/s | 259 | 12.5 | 22 | **Every level**One more bomblet (3 at level 1, 12 at level 10), a bigger blast (3 to 5.52), bomblets that scatter further (2.5 to 5.02 from where the shell lands) and blow up a little wider (1.4 to 1.94). The blind spot stays 2 at every level. **Gold**Early levels are the best damage for the gold: level 2 adds 4 damage per second for every 100 gold. Upgrades get dear later (level 10 alone costs 9,610 gold). ### Research Research (main menu, Upgrades & Research) makes every Cluster Mortar you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Cluster Mortar Damage +10% damage a level, +50% at level 5. The blast and every bomblet grow with it. #### Cluster Mortar Fire Rate +6% fire rate a level, +30% at level 5. #### Cluster Mortar Range +6% range a level, +30% at level 5. The blind spot does not grow with it. #### Cluster Mortar Deep Wound Each level: every enemy the shell, its blast or a bomblet hits takes 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up. #### Cluster Mortar Poison Each level: every enemy the shell, its blast or a bomblet hits is poisoned for 1% of the damage it took, every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Cluster Mortar FAQ Can the Cluster Mortar hit flying enemies? No. It targets ground enemies only. Keep a Cannon or another gun that hits air near it. Why won't my Cluster Mortar shoot the enemies right next to it? That is its blind spot: it cannot target anything within 2 of itself, at any level. Upgrades and range research make its range longer but not the blind spot smaller. The blind spot is measured in a straight line from the tower, so up on a hill it covers less of the path below. Build it a little back from the path, or keep another gun close for enemies that get inside. Why does my Cluster Mortar miss fast enemies? The shell is lobbed at the spot where its target was when it fired and does not follow it. It takes a moment to come down, about 1.6 seconds at the edge of its level-1 range. The target takes the full hit only if it is still within the blast (3 at level 1) when the shell lands; a fast enemy can outrun it. Enemies standing in the blast are still splashed and the bomblets still scatter. A Cold Snap slowing the path helps a lot. How do the bomblets work? When the shell lands it bursts into 3 bomblets at level 1, one more every level, 12 at level 10. They scatter all around the landing spot, up to 2.5 away at level 1 (5.02 at level 10), and each one blows up where it lands, hitting every ground enemy within 1.4 of it (1.94 at level 10) for 15% of the shell's damage. Bomblets do no extra damage to armour or shields. They come even if the target died while the shell was in the air. How much damage does one shell do? The enemy it aimed at takes the full damage, if it is still in the blast. Every other enemy in the blast takes 60%. Then every bomblet adds 15% to each enemy near it, and bomblets landing close together each count, so an enemy in the middle of a pack can be hit by the shell's blast and several bomblets. The levels table's damage per second is the shell's hit only. Is the Cluster Mortar good against armour? Yes, for its direct hit: the shell does +40 damage to armour and +15 to shields on the enemy it aimed at, and 60% of that to the others in its blast. Bomblets do not. Armour Damage and Shield Damage cards from the end of a wave add more. Do its blasts knock enemies back? No. Cluster Mortar shells and bomblets only do damage; they do not push enemies back along the path. Is it better to upgrade my Cluster Mortar or build more? Upgrades add damage and fire rate and also grow everything that makes it good against crowds: one more bomblet every level, a bigger blast, a wider scatter. A second Cluster Mortar beside the first costs 300 gold and, with the neighbour bonus on both, adds about 49 damage per second of direct hits; upgrading the first to level 2 costs 375 gold and adds 15, plus a bomblet and a bigger blast. Why did my Cluster Mortar stop firing? It does not overheat, so it is either short of power, or every ground enemy in range is inside its blind spot. LOW POWER means it can track but not fire, NO POWER means it does nothing. A Cluster Mortar needs 8 power at level 1 and 22 at level 10. How much power does a Cluster Mortar use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 8 at level 1, 22 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Cold Snap Page: https://blockadebrigade.com/towers/cold_snap > The Cold Snap in Blockade Brigade: 75 gold, slows and freezes enemies and cools hot guns. Slow, freeze, cooling, levels, research and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Cold Snap Slows enemies, freeze on crit 75 gold, Ground + Air, Research 10000 The Cold Snap does not kill much on its own: it slows. Every pulse hits up to one enemy per level (8 at most), and each hit slows that enemy by 30% at level 1, up to 70%. Slows stack, so an enemy it keeps hitting crawls. Every hit may also be a critical one, 5% of the time at level 1 and 32% at level 10: a critical hit freezes the enemy solid, and a frozen flyer drops out of the sky. It hits ground and air, costs 75 gold, and it has a second job: guns that build heat and stand in its snow cool down faster. Build your own Cold Snap ### Attributes Level 1, on the ground Cost 75 gold to build Unlock 10,000 XP XP to research it (main menu, Upgrades & Research) Sell value 56 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 10 Fire rate 0.8/s DPS 8 damage a second, one hit on one target, before armour Range 4.5 2.25 tiles Targets at once 1 at a time Power uses 6 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Cold Snaps need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 3 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 72,000 XP for all. Damage, Fire Rate, Range Cards Damage, Fire Rate, Range End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Slow them where your guns are A slowed enemy spends longer in front of every tower around it. Build the Cold Snap in the middle of your kill zone, not on its own at the entrance. #### Upgrade it for more targets Each level lets one pulse hit one more enemy, up to 8 at level 8, and slows harder. A level-1 Cold Snap only ever slows the one enemy at the front of its choice. #### One per group of guns A powered Cold Snap cools every gun that builds heat inside its range: 2x as fast at level 1, +0.5x a level, 6.5x at level 10. Only the strongest one over a gun counts, so for more cooling upgrade it or add water beside the gun, not a second Cold Snap. #### Freeze the flyers A critical hit on a flying enemy freezes it and it falls and dies when it hits the ground, whatever its health. A higher level means more critical hits. #### Mind the Inferno It cannot be slowed or frozen, it thaws the enemies around it and melts the snow. Kill it fast with damage towers. #### Range is reach and cooling Each level of hill or platform gives +0.5 range, and range research and cards help too: a wider snow slows more of the path and cools more guns. On bare grass it loses 5% damage, unless it stands on a platform. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Cold Snap ends up doing: how many enemies a pulse hits, how hard each hit slows, how fast an enemy reaches the slow limit, how often it freezes, and how much faster the guns in its snow cool down. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | #### Research Unlock: 10,000 XP; its upgrades: 72,000 XP for all. - **Cold Snap Damage:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Cold Snap Fire Rate:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Cold Snap Range:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Each pulse hits up to 1, 2, 3, 4, 5, 6, 7, 8, 8, 8 enemies (levels 1 up); each hit takes 30, 35, 40, 45, 50, 55, 60, 65, 70, 70% off the speed it has (hits multiply), down to at most 90, 90, 90, 90, 92, 94, 96, 98, 98, 98% off, for 2 s. A powered one makes heating guns in its range shed heat 2, 2.5, 3, 3.5, 4, 4.5, 5, 5.5, 6, 6.5x as fast (only the strongest counts). #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/cold_snap#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 268.12, fire rate 2.15/s, DPS 576, range 7.2. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/cold_snap#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 855.32, fire rate 2.795/s, DPS 2,391, range 14.7. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is what each enemy it hits takes from one pulse, plus its shield damage on shields; damage per second = damage x fire rate, on each enemy it hits. Slow is what one hit takes off an enemy's speed; max slow is the most a hit from that level can slow an enemy, however many hits stack. Power is what it needs while it has a target. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 75 | 75 | 10 | 0.8/s | 8 | 4.5 | 6 | | 2 | 105 | 180 | 15 | 0.95/s | 14 | 4.8 | 7 | | 3 | 146 | 326 | 20 | 1.1/s | 22 | 5.1 | 8 | | 4 | 205 | 531 | 25 | 1.25/s | 31 | 5.4 | 10 | | 5 | 288 | 819 | 30 | 1.4/s | 42 | 5.7 | 11 | | 6 | 403 | 1,222 | 35 | 1.55/s | 54 | 6 | 12 | | 7 | 564 | 1,786 | 40 | 1.7/s | 68 | 6.3 | 13 | | 8 | 790 | 2,576 | 45 | 1.85/s | 83 | 6.6 | 14 | | 9 | 1,106 | 3,682 | 50 | 2/s | 100 | 6.9 | 16 | | 10 | 1,549 | 5,231 | 55 | 2.15/s | 118 | 7.2 | 17 | **Levels 1-4**Each level hits one more enemy a pulse, slows +5% more a hit, adds +3% critical chance and +0.5x cooling. Slows stack up to 90%. **Levels 5-10**The slow limit rises each level, to 98% at level 8, so an enemy in its snow can be held almost still. It hits 8 enemies a pulse from level 8, each hit slows 70% from level 9, and critical chance keeps rising to 32% at level 10, with 6.5x cooling for the guns in its snow. ### Research Research (main menu, Upgrades & Research) makes every Cold Snap you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Cold Snap Damage +10% damage a level, +50% at level 5. It does not change how hard it slows. #### Cold Snap Fire Rate +6% pulse rate a level, +30% at level 5. More pulses stack slows faster and roll for a freeze more often. #### Cold Snap Range +6% range a level, +30% at level 5. A wider snow slows more of the path and cools every heat-building gun inside it. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Cold Snap FAQ How much does the Cold Snap slow enemies, and do slows stack? One hit slows an enemy by 30% at level 1, +5% a level, up to 70% from level 9. Yes, they stack: each hit takes its share off the speed the enemy has left, so a Cold Snap that keeps hitting the same enemy slows it more and more, up to its limit: 90% slower at levels 1-4, rising to 98% at level 8. A level-1 Cold Snap gets an enemy to that limit in 7 hits, about 7.5 seconds; a level-10 one in 4 hits, about 1.4 seconds, if no hit freezes it first. How long does the slow last? 2 seconds from the last hit. A Cold Snap pulses faster than that, so an enemy stays slowed the whole time it is in range, and for 2 seconds after it walks out. Then it goes back to full speed at once. What does a critical hit do? It freezes the enemy for 2 seconds instead of slowing it. A frozen enemy on the ground stands still, then walks on at full speed: freezing clears any slow it had, until the next hit. A frozen flyer falls out of the sky and dies when it hits the ground, whatever its health. The chance is 5% a hit at level 1, +3% a level, 32% at level 10. What happens when the front enemy of a group is frozen? The enemies behind it that are not frozen walk round it: they step off the road onto open ground at half speed, then rejoin the path. They never go through towers, water or cliffs. A slowed (not frozen) enemy still holds up the line behind it, and bosses stay in line. Which enemies does the Cold Snap not slow? The Blimp Boss ignores it completely: a Cold Snap does not even hit it. The Inferno takes the damage but shrugs off slow and freeze, and it thaws every enemy within 4 of it. A Domeguard cannot be slowed or frozen while its bubble is up. Everything else, ground or air, bosses too, can be slowed and frozen. Which towers does the Cold Snap cool, and how much? Every gun that builds heat (Cannon, Tesla, Lightning, Railgun and Laser) standing inside its range sheds heat 2x as fast at Cold Snap level 1, +0.5x a level, 6.5x at level 10. It cools even when it has nothing to shoot, as long as it has power: switched off or with no power at all, it cools nothing. Select a Cold Snap to see the guns it cools glow icy blue. Do two Cold Snaps cool an overheated gun twice as much? No. Only the strongest Cold Snap over a gun counts, so a second one does not add up. Water beside the gun does: it adds on top of a Cold Snap, so a level-1 Cold Snap and one water tile give 2.5x. Should I add water or another Cold Snap to cool my gun? Add water. A second Cold Snap will not help a gun a Cold Snap already cools, unless it is a higher level than the first. One water tile beside the gun adds about 1.5x on top, and upgrading the Cold Snap adds +0.5x a level. A second Cold Snap is still worth it to slow more of the path: both slow the enemies, and their slows stack. Does the snow on the path slow enemies? No. The snow that settles on the path and ground in its range only shows where the Cold Snap reaches. Enemies are slowed by its hits, nothing else. How much power does a Cold Snap use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 6 at level 1, 17 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Drone Hive Page: https://blockadebrigade.com/towers/drone_hive > The Drone Hive in Blockade Brigade: 375 gold, ground and air. Its drones, how far they chase, every level's stats, research and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Drone Hive Drones chase enemies far past the tower's range 375 gold, Ground + Air, Research 75000 The Drone Hive keeps a fleet of small attack drones: 2 at level 1, up to 5 at level 10. When an enemy comes into its range, every drone at home flies out after it and keeps shooting it wherever it goes, well past the hive's own range, until it dies or gets 2.5 times the range away. It costs 375 gold, hits ground and air, never overheats, and together the drones of a level-1 hive do 22.4 damage a second, 315.65 at level 10. Build your own Drone Hive ### Attributes Level 1, on the ground Cost 375 gold to build Unlock 75,000 XP XP to research it (main menu, Upgrades & Research) Sell value 281 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 7 Fire rate 1.6/s DPS 11 damage a second, one hit on one target, before armour Range 6.5 3.25 tiles Targets at once 2 drones, all on one enemy Power uses 14 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Drone Hives need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Sharper Stingers, Rapid Stingers, Wider Patrol, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### One enemy at a time All the drones go after the same enemy and stay on it. That makes the Drone Hive a hunter for tough single enemies and leakers, not a crowd clearer. #### Let them chase An enemy only has to pass through the hive's range once. The drones follow it up to 2.5 times the range from the hive (16.25 at level 1, 23 at level 10), so a hive near the middle of the map covers a lot of path. #### Slow them down A Cold Snap or a Gravity Well keeps the target inside the drones' reach for longer, so they get more shots in before it gets away. #### Poison gets past armour Each drone shot is small, so armour soaks a lot of it. Poison research or cards add damage that goes straight to health, and every drone's hit adds to it. #### Build in rows, go high Each Drone Hive on the four sides of another gives it +15% damage and +10% fire rate (up to +60% and +40%), for every drone. Each level of hill or platform gives +8% damage and +0.5 range, and more range means a longer chase; on bare grass it loses 5% damage, unless it stands on a platform. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Drone Hive ends up doing, worked out the way the game does it: how many drones, each drone's shot and fire rate, how far they chase, and the damage per second of the whole fleet on one enemy. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 75,000 XP; its upgrades: 120,000 XP for all. - **Sharper Stingers:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Rapid Stingers:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Wider Patrol:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Drone Hive Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Drone Hive Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Drones 2, 2, 2, 3, 3, 3, 4, 4, 4, 5 (levels 1 up), all on the hive's one target; each hits for the damage at the fire rate. They chase up to 2.5x the range from the hive. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/drone_hive#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 143.81, fire rate 2.14/s, DPS 308, range 9.2. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/drone_hive#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 458.76, fire rate 2.782/s, DPS 1,276, range 16.7. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage and fire rate are one drone's: every drone fires at that rate for that damage, so damage per second here is one drone's; multiply by the drones for the whole hive. Leash is how far from the hive the drones will chase. Power is what it needs while it has a target. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 375 | 375 | 7 | 1.6/s | 11 | 6.5 | 14 | | 2 | 581 | 956 | 9.5 | 1.66/s | 16 | 6.8 | 17 | | 3 | 900 | 1,856 | 12 | 1.72/s | 21 | 7.1 | 20 | | 4 | 1,396 | 3,252 | 14.5 | 1.78/s | 26 | 7.4 | 22 | | 5 | 2,164 | 5,416 | 17 | 1.84/s | 31 | 7.7 | 25 | | 6 | 3,354 | 8,770 | 19.5 | 1.9/s | 37 | 8 | 28 | | 7 | 5,200 | 13,970 | 22 | 1.96/s | 43 | 8.3 | 31 | | 8 | 8,060 | 22,030 | 24.5 | 2.02/s | 49 | 8.6 | 34 | | 9 | 12,493 | 34,523 | 27 | 2.08/s | 56 | 8.9 | 36 | | 10 | 19,364 | 53,887 | 29.5 | 2.14/s | 63 | 9.2 | 39 | **Drones**2 at levels 1-3, 3 at levels 4-6, 4 at levels 7-9 and 5 at level 10. A new drone is the biggest step up a level gives: the whole fleet's damage per second jumps with it. **Gold**The levels without a new drone add damage, fire rate and range only, and they get dear (level 10 alone costs 19,364 gold). Early on a second hive, with its own 2 drones, is often the better buy. ### Research Research (main menu, Upgrades & Research) makes every Drone Hive you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Sharper Stingers +10% damage on every drone shot a level, +50% at level 5. #### Rapid Stingers +6% fire rate for every drone a level, +30% at level 5. #### Wider Patrol +6% range a level, +30% at level 5. The drones chase further with it. #### Drone Hive Deep Wound An enemy hit by your drones takes +1% damage from every tower a level (+5% at level 5), until 4 seconds after the last hit. Wounds from different towers add up. #### Drone Hive Poison Each drone hit leaves poison worth 1% of the hit every second a level (5% at level 5) for 4 seconds, straight to health past shield and armour. Every hit adds more. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Drone Hive FAQ How far do the drones chase an enemy? Up to 2.5 times the hive's range from the hive, measured straight across the map, not along the path: 16.25 at level 1, 23 at level 10. Range research, height and water beside it add range, so they stretch the chase too. Once the enemy is further than that, the drones give it up and fly back. Does each drone attack a different enemy? No. Every drone at home flies after the hive's current target, so they all hunt the same enemy, in the order of the hive's targeting choice. They stay on it until it dies or gets beyond the chase distance, then the hive sends them after the next enemy in its range. How much damage does the Drone Hive do? Each drone fires at the hive's fire rate, for the hive's damage, so the whole fleet does damage x fire rate x drones on one enemy: 22.4 a second at level 1 and 315.65 at level 10, before research, cards, height and neighbours. The damage per second in the level table is one drone's. Can the Drone Hive hit flying enemies? Yes. It targets ground and air, and the drones follow flying enemies just like ground ones. Can enemies shoot the drones down? No, the drones cannot be hit. But the hive builds a fresh fleet whenever you upgrade it, so drones out on a chase drop their enemy and start again from the hive. The drones also need a moment to fly out: they only start shooting once they are right over their enemy. Is it better to upgrade my Drone Hive or build more? Early on, build more, side by side. A second Drone Hive costs 450 gold and brings 2 more drones, and both get the neighbour bonus. Upgrading to level 2 costs 581 gold and adds no drone: new drones come every 3 levels (2 at levels 1-3, 3 at levels 4-6, 4 at levels 7-9 and 5 at level 10). Is the Drone Hive good against armour? Not on its own. Each drone shot is small and does no extra damage to armour or shields, so armour soaks a big share of every hit. Armour Damage end-of-wave cards help, and Poison research or cards add damage that goes straight to health. Against heavy armour, put a Magnet near it, which tears armour off enemies in range. Why are my drones not attacking? It does not overheat, so it is short of power or has nothing in range. With LOW POWER or NO POWER the hive drops its drones' targets and launches none until power is back. A Drone Hive needs 14 power at level 1 and 39 at level 10. How much power does a Drone Hive use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 14 at level 1, 39 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Gravity Well Page: https://blockadebrigade.com/towers/gravity_well > The Gravity Well in Blockade Brigade: 400 gold, pulls ground enemies into one held knot for your splash guns. Levels, research and FAQ. [Utility Tower](https://blockadebrigade.com/towers/utility) ## Gravity Well Pulls ground enemies into a tight cluster and holds them 400 gold, Ground only, Research 150000 The Gravity Well opens a whirlpool on the path that drags every ground enemy near it into one tight knot and holds it there: 2.2 seconds at level 1, 3.1 at level 10. Then it recharges and opens the next one. It barely hurts anything itself. Its job is to stack enemies up for your splash guns, and any Cluster Mortar or Missile Silo inside its range fires at the held group the moment a well opens. It costs 400 gold and cannot catch anything that flies. Build your own Gravity Well ### Attributes Level 1, on the ground Cost 400 gold to build Unlock 150,000 XP XP to research it (main menu, Upgrades & Research) Sell value 300 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground Crush 6 Wells 0.16/s Range 7 3.5 tiles Targets at once every ground enemy in its well Power uses 18 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Gravity Wells need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 3 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 72,000 XP for all. Crushing Pull, Faster Collapse, Event Horizon Cards Damage, Fire Rate, Range End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Feed your splash guns Every enemy caught is packed into a knot a few steps long, so a Cluster Mortar blast, a Cannon shell or Acid splash lands on all of them at once. Build those guns where they can reach the spot the well opens. #### Put a Cluster Mortar or Missile Silo in its range While a well is open, every one of them standing inside the Gravity Well's range turns on the held group, out of its own range too, and fires the moment the well opens instead of waiting for its reload. #### Line them up for a Railgun A held knot on a straight stretch is a short queue the slug goes straight through. #### It buys time Enemies held in a well are not walking toward your base. Enemies walking in while it is open are caught too, and the ones already past its centre are dragged back. #### Cover the sky It catches ground enemies only. Flying enemies pass right over it, so keep guns that hit air nearby. #### Build in rows, go high Each Gravity Well on the four sides of another gives it +10% fire rate, so it recharges sooner (and +15% crush). Each level of hill or platform gives +0.5 range, which also widens the circle of guns it calls in. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Gravity Well ends up doing: how wide the well is, how long it holds, how long it takes to recharge and how much of the time a well is open. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | #### Research Unlock: 150,000 XP; its upgrades: 72,000 XP for all. - **Crushing Pull:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Faster Collapse:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Event Horizon:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - A well pulls the ground enemies within 2.6, 2.72, 2.84, 2.96, 3.08, 3.2, 3.32, 3.44, 3.56, 3.68 of its centre (along the path) together and holds them 2.2, 2.3, 2.4, 2.5, 2.6, 2.7, 2.8, 2.9, 3, 3.1 s, crushing each for its damage a second (every 0.5 s). A pulled enemy cannot be pulled again for 3 s. Recharge between wells = 1 / fire rate. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/gravity_well#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 117, fire rate 0.196/s, DPS 23, range 9.7. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/gravity_well#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 373.23, fire rate 0.255/s, DPS 95, range 17.2. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is the crush: what each held enemy takes every second while a well is open. Fire rate is how often it can open a well. Well radius is how far along the path, either side of its centre, it catches enemies. Range is how far from the tower it can open a well, and how far it calls in guns. Power is what it needs while it has a target. | Level | Upgrade | Total spent | Crush | Wells | Range | Well radius | Holds | Immune after | Power | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 400 | 400 | 6 | 0.16/s | 7 | 2.6 | 2.2s | 3.0s | 18 | | 2 | 620 | 1,020 | 8 | 0.16/s | 7.3 | 2.72 | 2.3s | 3.0s | 22 | | 3 | 961 | 1,981 | 10 | 0.17/s | 7.6 | 2.84 | 2.4s | 3.0s | 25 | | 4 | 1,489 | 3,470 | 12 | 0.17/s | 7.9 | 2.96 | 2.5s | 3.0s | 29 | | 5 | 2,308 | 5,778 | 14 | 0.18/s | 8.2 | 3.08 | 2.6s | 3.0s | 32 | | 6 | 3,578 | 9,356 | 16 | 0.18/s | 8.5 | 3.2 | 2.7s | 3.0s | 36 | | 7 | 5,546 | 14,902 | 18 | 0.18/s | 8.8 | 3.32 | 2.8s | 3.0s | 40 | | 8 | 8,597 | 23,499 | 20 | 0.19/s | 9.1 | 3.44 | 2.9s | 3.0s | 43 | | 9 | 13,326 | 36,825 | 22 | 0.19/s | 9.4 | 3.56 | 3.0s | 3.0s | 47 | | 10 | 20,655 | 57,480 | 24 | 0.2/s | 9.7 | 3.68 | 3.1s | 3.0s | 50 | **Levels 1-10**Every level makes the well a little wider (2.6 to 3.68 either side of its centre), holds it a little longer (2.2 to 3.1 seconds) and recharges a little faster (a new well every 6.25 seconds at level 1, every 5.1 at level 10). **Gold**Level 2 costs 620 gold and level 10 alone 20,655. The upgrades hold longer and catch wider, but a second Gravity Well (480 gold) can hold a different stretch of path, or the same one while the first recharges. ### Research Research (main menu, Upgrades & Research) makes every Gravity Well you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Crushing Pull +10% crush damage a level, +50% at level 5. It does not hold the well open longer. #### Faster Collapse +6% recharge speed a level, +30% at level 5: wells open more often. #### Event Horizon +6% range a level, +30% at level 5: it can open wells further away and calls in guns from further away. The well itself stays the same size. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Gravity Well FAQ What does the Gravity Well actually do? When it is ready, it opens a well on the ground enemy it is aiming at. Every ground enemy on that path within 2.6 of the well's centre (level 1) is dragged into a tight knot on that spot and held there until the well closes, 2.2 seconds later at level 1. While they are held they take a light crush. Then the tower recharges and opens the next one. Can the Gravity Well catch flying enemies? No. It catches ground enemies only. A well only grabs enemies walking the same path it opened on, so a stretch of another path that passes close by is left alone. What if a well has nothing to catch? Then it opens nothing and tries again 0.5 seconds later, without waiting a whole recharge. It only recharges after a well it really opened. Why does the same group not get caught again? An enemy let go by a well cannot be caught by any well for 3 seconds. That stops two or more Gravity Wells from holding the same enemies forever. Build them to take turns on different groups, or on the same stretch one after another. Can fast enemies or bosses walk out of a well? No. The pull is added on top of an enemy's own walking speed, so even fast enemies stay put. A very big enemy, more than 2.5 times as strong as the average of the others it caught, is dragged at 45% of the pull, so it reaches the knot later, but it is still held. A Domeguard with its bubble up, and every enemy sheltering under it, cannot be pulled at all. Does it do any damage? Very little. Every held enemy takes its damage each second while the well is open, as a small crush hit every 0.5 seconds: about 12 to each held enemy per well at level 1. Damage research raises it. The real damage comes from the guns you build around it. Which cards does the Gravity Well get? Its end-of-wave cards are Hold Time (the well stays open longer, and crushes a little harder), Recharge (wells open more often) and Reach (more range). It never gets Deep Wound, Poison, Armor Damage or Shield Damage cards. Damage research does not hold the well longer: only Hold Time cards and levels do. Which guns does it call in? Every Cluster Mortar and Missile Silo standing inside the Gravity Well's range. While a well is open they shoot at the held group even if it is outside their own range, and each fires once straight away as the well opens. When the well closes they go back to their own targets. Other guns are not called in, but any in reach of the knot gain from it. Why did my Gravity Well stop opening wells? Either nothing it can catch is in range (fliers, or enemies still immune from a well), or it is short of power. It needs 18 power at level 1 and 50 at level 10, and an open well collapses the moment the tower loses power. How much power does a Gravity Well use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 18 at level 1, 50 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Helicopter Page: https://blockadebrigade.com/towers/helicopter > The Helicopter in Blockade Brigade: 200 gold, an attack helicopter that hits ground and air. Guns, rockets, damage focus, levels, research and FAQ. [Basic Tower](https://blockadebrigade.com/towers/basic) ## Helicopter Attack helicopter: chin gun, then rocket pods, then both 200 gold, Ground + Air, Research 18000 The Helicopter is a helipad with an attack helicopter on it. When a wave starts the helicopter lifts off, flies out to its target anywhere inside the tower's range, hovers just short of it and fires; when the wave is over it flies home and lands. It shoots its chin gun at levels 1-3, rocket volleys that splash at levels 4-6, and both from level 7, and from level 8 every hit does +50% more. It hits ground and air, one enemy at a time, never overheats and costs 200 gold. Build your own Helicopter ### Attributes Level 1, on the ground Cost 200 gold to build Unlock 18,000 XP XP to research it (main menu, Upgrades & Research) Sell value 150 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 15 Fire rate 2/s DPS 30 damage a second, one hit on one target, before armour Range 24 12 tiles Targets at once 1 target Power uses 10 all the time It works all the time, so it has no standby. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Helicopters need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Damage, Fire Rate, Range, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Reach the far side The helicopter flies to its target anywhere inside the tower's range, so one helipad covers a wide circle of path, ground and sky alike, from bends other towers cannot see. #### Pick a damage focus Health focus (the one it starts with) gives +25% damage. Shield focus or Armor focus instead make its extra damage to shields or armour 1.5x, without the +25%. Change it in the tower's panel for the enemies you face. #### Rockets for crowds From level 4 it fires rocket volleys, and each rocket also hits every other enemy within 2 of where it lands for 60% of its damage. Against packs, those levels pay off. #### Give it a moment It sits on its pad between waves and needs a few seconds to spin up, lift off and fly out, and it only fires once it is hovering at its target. Keep a gun near the start of the path for the first enemies of a wave. #### Build in rows, go high Each Helicopter on the four sides of another gives it +15% damage and +10% fire rate (up to +60% and +40%); the helicopters keep clear of each other in the air. Each level of hill or platform under the pad gives +8% damage and +0.5 range; on bare grass it loses 5% damage, unless it stands on a platform. ### Build it Pick a level, research, end-of-wave cards, damage focus and where it stands, and see what one Helicopter ends up doing, worked out the way the game does it: each hit, its crit chance, the guns and rockets it fires and the damage per second. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 18,000 XP; its upgrades: 120,000 XP for all. - **Helicopter Damage:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Helicopter Fire Rate:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Helicopter Range:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Helicopter Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Helicopter Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - One helicopter: guns to level 3, rockets to 6, both from 7; a hit does the damage x 1.25 (Health focus), x 1.5 from level 8, crits (12, 14, 16, 18, 20, 22, 24, 26, 28, 30%) x 1.5. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/helicopter#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 424.12, fire rate 3.8/s, DPS 1,612, range 37.5. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/helicopter#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 1352.96, fire rate 4.94/s, DPS 6,684, range 45. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours, before its damage focus, crits and the level-8 boost. Damage is what one gun shot's worth does; damage per second = damage x fire rate, shared by the guns and rockets it has at that level. Power is what it needs the whole time, waiting or flying. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 200 | 200 | 15 | 2/s | 30 | 24 | 10 | | 2 | 260 | 460 | 23 | 2.2/s | 51 | 25.5 | 12 | | 3 | 338 | 798 | 31 | 2.4/s | 74 | 27 | 14 | | 4 | 439 | 1,237 | 39 | 2.6/s | 101 | 28.5 | 16 | | 5 | 571 | 1,808 | 47 | 2.8/s | 132 | 30 | 18 | | 6 | 742 | 2,550 | 55 | 3/s | 165 | 31.5 | 20 | | 7 | 965 | 3,515 | 63 | 3.2/s | 202 | 33 | 22 | | 8 | 1,254 | 4,769 | 71 | 3.4/s | 241 | 34.5 | 24 | | 9 | 1,631 | 6,400 | 79 | 3.6/s | 284 | 36 | 26 | | 10 | 2,120 | 8,520 | 87 | 3.8/s | 331 | 37.5 | 28 | **Levels 1-3**The chin gun only, one round per shot at its target. **Levels 4-6**Rocket pods only: every 4 shots' worth of time it fires a volley carrying all that damage, and each rocket splashes 60% onto enemies within 2. **Levels 7-10**Guns (55% of its damage) and rockets (45%) together. From level 8 every hit does +50% more, and its crit chance keeps growing: 12% at level 1, 30% at level 10, each crit doing +50%. ### Research Research (main menu, Upgrades & Research) makes every Helicopter you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Helicopter Damage +10% damage a level, +50% at level 5, for guns and rockets alike. #### Helicopter Fire Rate +6% fire rate a level, +30% at level 5. The rocket volleys come sooner too. #### Helicopter Range +6% range a level, +30% at level 5: the helicopter flies out further from its pad. #### Helicopter Deep Wound Each level: enemies a Helicopter hits, by round, rocket or splash, take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up. #### Helicopter Poison Each level: a hit leaves poison worth 1% of the hit's damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Helicopter FAQ Can the Helicopter hit flying enemies? Yes. It hits ground and air, with its guns and its rockets. Why does my Helicopter not fire at the start of a wave? Between waves it sits on its pad. When a wave starts it spins up its rotors, lifts off and only then flies to its first target; it fires once it is hovering just short of it and facing it. That takes a few seconds, longer for a target at the far edge of its range. Which damage focus should I pick? Health focus, the one it starts with, gives +25% to all its damage and suits most waves. Shield focus makes its extra damage to shields 1.5x, Armor focus its extra damage to armour 1.5x; neither gets the +25%, so pick them only against waves of heavily shielded or armoured enemies. What changes at levels 4 and 7? Levels 1-3 fire the chin gun only. Levels 4-6 swap it for rocket pods: the same damage, fired in volleys, and each rocket splashes 60% of its damage onto enemies within 2. From level 7 it uses both, 55% of its damage by gun and 45% by rocket, and from level 8 every hit does +50% more. Does the Helicopter get critical hits? Yes. Each round or rocket has a 12% chance to crit at level 1, growing to 30% at level 10; a crit does +50% damage, and +50% to shields and armour too. Can it hit a Domeguard? Yes, and better than most: its shots come in over the top, so the Domeguard's armour does not stop them, and they still get in when its bubble is up. What happens if my power runs out during a wave? A Helicopter that is already in the air keeps fighting until the wave is over, then lands and stays down until its power is back. It needs power the whole time, not only while it has a target: 10 at level 1 and 28 at level 10. Is its range measured from the helicopter or the pad? From the pad. The helicopter goes after the tower's target, which must be inside the tower's range, and always hovers inside that circle. Range research, cards and height make the circle bigger. --- # Laser Tower Page: https://blockadebrigade.com/towers/laser > The Laser in Blockade Brigade: a beam that ramps to 6x on one target and keeps going. Levels, heat and cooling, research and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Laser Tower Ramping beam damage, armor piercing 175 gold, Ground + Air, Research 30000 The Laser holds one enemy in a beam, and the longer it holds it the harder it burns. Each lock starts at its plain damage and climbs fast to 6x in about 10.3 seconds, then keeps climbing slowly with no limit, so a boss or a Blimp Boss that stays in range melts. At 175 gold it hits ground and air, strips armour and shields as it burns, and from level 4 the beam splits to 2 more enemies near its target. The catch: switching targets starts the climb again, and the beam runs hot. When its heat bar fills it overheats and rests. Build your own Laser ### Attributes Level 1, on the ground Cost 175 gold to build Unlock 30,000 XP XP to research it (main menu, Upgrades & Research) Sell value 131 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 20 Fire rate 10/s DPS 20 beam damage a second at 1x, before the ramp and armour Range 6.5 3.25 tiles Targets at once 1 beam + its refractions Power uses 24 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Lasers need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Beam Intensity, Pulse Frequency, Focus Length, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Bosses The beam is weakest on a fresh target and strongest on one it has held for a while, so give the Laser the big enemies. Small fast swarms keep resetting its climb. #### Give it a long look Build it where the path stays inside its range for a long stretch, on a bend or beside a long straight. A Cold Snap nearby slows the enemy, so the beam holds it longer, and also cools the Laser. #### It stays on its target Once locked, the beam does not jump to a better enemy; it lets go only when the target dies, leaves range, or the Laser overheats or loses power. #### Build in rows and go high Each Laser on the four sides of another gives it +15% damage (up to +60%). Each level of hill or platform gives +8% damage and +0.5 range; on bare grass it loses 5% damage, unless it stands on a platform. #### Pair it with swarm clearers The Laser kills one big enemy at a time. Let splash towers handle the crowds around it. ### Build it Pick a level, research, end-of-wave cards, where it stands and what cools it, and see how hard your Laser burns as the lock goes on, and how long it can hold one target before it overheats. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x ramp x (fire rate / the level's base fire rate) (a beam: it ticks at its own pace; fire-rate bonuses make each tick hit harder) - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 30,000 XP; its upgrades: 120,000 XP for all. - **Beam Intensity:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Pulse Frequency:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Focus Length:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Laser Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Laser Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - The beam hits 10 times a second for damage x 0.1 x the ramp x its fire-rate bonuses: damage per second = damage x ramp x (fire rate / the level's base fire rate); heat and tick speed do not change with them. The ramp starts at 1x after a 0.3 s lock-on, grows 0.05 a hit up to 6x, then 0.01 a hit without limit; it starts again on a new target. Against armour x1.5; crits x1.8. - Heat: each hit adds 0.015 x (1 - 0.1 x (level - 1)) / cooling to a bar of 1 x (1 + 0.25 x (level - 1)). Uncooled the beam does not cool while it fires; with cooling above 1x it sheds 0.25 x its beam-off rate x (cooling - 1) x heat / bar a second while it fires, so with enough cooling the heat settles below the top and it holds for good. Full: a burst of x2 damage, then it rests 2 s / cooling. With the beam off it cools 0.15 x (1 + 0.1 x (level - 1)) x cooling a second. - From level 4 the beam also splits to 2 more enemies near its target for 40% of each hit. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/laser#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 448.5, fire rate 10/s, DPS 448, range 10.1. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/laser#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 1430.72, fire rate 13/s, DPS 1,860, range 17.6. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is what the beam does each second at the start of a lock; it climbs to 6x in about 10.3 seconds and keeps growing after that. Power is what it needs while it has a target (1 on standby). | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 175 | 175 | 20 | 10/s | 20 | 6.5 | 24 | | 2 | 288 | 463 | 28 | 10/s | 28 | 6.9 | 29 | | 3 | 476 | 939 | 36 | 10/s | 36 | 7.3 | 34 | | 4 | 786 | 1,725 | 44 | 10/s | 44 | 7.7 | 38 | | 5 | 1,297 | 3,022 | 52 | 10/s | 52 | 8.1 | 43 | | 6 | 2,140 | 5,162 | 60 | 10/s | 60 | 8.5 | 48 | | 7 | 3,531 | 8,693 | 68 | 10/s | 68 | 8.9 | 53 | | 8 | 5,826 | 14,519 | 76 | 10/s | 76 | 9.3 | 58 | | 9 | 9,614 | 24,133 | 84 | 10/s | 84 | 9.7 | 62 | | 10 | 15,863 | 39,996 | 92 | 10/s | 92 | 10.1 | 67 | **Levels 1-2**Cheap and quick to heat: from cold it overheats before its climb reaches 6x. Water or a Cold Snap gives it the time to get there. **Levels 4-10**The beam splits to 2 more enemies near its target, each taking 40% of the beam's climbing damage, and each level holds a target longer. **Levels 9-10**It can hold one target for well over a minute from cold (about 216.9 seconds at level 10), so its slow climb past 6x really pays off on bosses. ### Heat and cooling #### Water 1.5x One water tile beside it; +0.5x for each more, up to 3x. Slower heat, faster cooling, shorter rest. #### Cold Snap 2-6.5x Inside a powered Cold Snap's range, level 1 to 10. Only the strongest one counts. #### Both 2.5x A level-1 Cold Snap and one water tile: the two add up. - **The beam heats while it is on**, and with nothing cooling it, it does not cool at all until it lets go. Each moment of beam adds a little heat; a higher level adds 10% less heat a level and holds 25% more before it overheats. - **How long it can hold one target** from cold, with nothing cooling it: about 6.9 seconds at level 1, 12.7 seconds at level 3, and about 216.9 seconds at level 10. Levels 1 and 2 overheat before their climb reaches 6x; from level 3 the beam reaches it first. - **When the heat bar fills:** the Laser fires one last burst at 2x its damage into its target, shows OVERHEATED, smokes and rests 2 seconds. Then it starts again cold, with its climb back at the start. - **Between targets it cools:** with the beam off the heat drains away; a full heat bar takes about 6.7 seconds to empty at level 1, 11.4 seconds at level 10. Heat carries over from one target to the next, and every wave starts cold. - **Water and a Cold Snap help four ways:** the beam builds heat that many times slower, it sheds some heat even while it fires, it cools that many times faster with the beam off, and the overheat rest is that many times shorter. Enough cooling and the heat settles below the top: the beam holds its lock for good. A level-1 Laser needs 2.6x for that, level 5 2x, level 10 only 1.2x. One water tile beside it gives 1.5x, +0.5x for each more, up to 3x; a powered Cold Snap over it gives 2x at level 1, +0.5x a level (6.5x at level 10). Only the strongest Cold Snap counts; water adds on top. - **See it in the game:** the tower panel's heat gauge says how long it can hold a target nonstop before it overheats with the cooling it has, and shows how hot it is and what is cooling it, and its Locked Target section shows the climb as it happens. ### Research Research (main menu, Upgrades & Research) makes every Laser you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Beam Intensity +10% damage a level, +50% at level 5. The climb multiplies it, so it counts most on long locks. #### Pulse Frequency +10% fire rate a level, +50% at level 5: the beam does that much more damage each moment. It still ticks at its own pace, so it heats no faster. #### Focus Length +10% range a level, +50% at level 5. More range means longer locks. #### Laser Deep Wound Each level: enemies the Laser burns take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up. #### Laser Poison Each level: the beam leaves poison worth 1% of its damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Laser FAQ Why does my Laser stay on one enemy when a better target comes in range? On purpose: its damage climbs the longer it holds one target, so switching would throw that away. It lets go only when the target dies, leaves its range, or the Laser overheats or loses power. Then it picks a new target by your target priority, and the climb starts again. How strong does the beam get? It starts at its plain damage (20 a second at level 1, 92 at level 10). After a short lock-on of 0.3 seconds it climbs fast to 6x in about 10.3 seconds, then +1x every 10 seconds for as long as it holds on. Against an armoured enemy it does 50% more, and some of its hits are critical (5% at level 1, 18.5% at level 10, each 1.8x). Why did my Laser stop firing? Most often it overheated: its heat bar filled, it fired one burst at 2x damage and now rests 2 seconds, showing OVERHEATED. Or it is short of power: it needs 24 power at level 1 and 67 at level 10, and the beam goes out with the power. How do I stop my Laser overheating? Water beside it, a Cold Snap over it, or both: they make it heat slower, cool faster and rest shorter. Upgrades help too: each level heats 10% less and holds 25% more, so a level-10 Laser can hold one target for about 216.9 seconds from cold. With enough cooling it holds its lock for good (2.6x at level 1, 2x at level 5, 1.2x at level 10). Only the strongest Cold Snap over it counts; water adds on top. Can the Laser hit a Blimp Boss flying high above it? Yes. It hits ground and air, and its range is measured flat across the ground, so an enemy counts as in range however high it flies: a Blimp Boss passing over its range ring can be hit. Is the Laser good against armour and shields? Yes, it is one of the best. While the target still has armour the beam does 50% more, and every moment it also strips armour and shield, more as its damage climbs. What is refraction? From level 4 the beam splits off its target to up to 2 more enemies close by, each taking 40% of the beam's damage at its current climb. Those extra beams do not add heat. What does the Laser panel's Locked Target section show? The enemy its beam holds, that enemy's health now and when the lock began, damage dealt, damage a second and how far the climb has got, time held, an estimated time to kill, heat, and how the last lock ended. How long can my Laser hold a target before it overheats? The tower panel says it under its heat gauge: "Overheats after N s of nonstop fire: needs Nx more cooling to hold its lock for good", and from which level it lasts a minute or more, with the cooling it has right now (Cold Snaps in range, water beside it). With enough cooling it says "Holds its lock for good": the cooling sheds the beam's heat as fast as it builds. It changes when you add or upgrade a Cold Snap, add water or upgrade the Laser. How much power does a Laser use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 24 at level 1, 67 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Lightning Tower Page: https://blockadebrigade.com/towers/lightning > The Lightning in Blockade Brigade: 125 gold, chain lightning that hits ground and air. Chains, shock, Overcharge, heat, every level and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Lightning Tower Chain lightning, shock stacks, overcharge 125 gold, Ground + Air, Research 15000 The Lightning strikes one enemy from the sky and the bolt jumps on to the next, and the next: up to 4 enemies a strike at level 1 and 8 at level 5, each jump hitting for 85% of the one before. Every enemy it hits is shocked and keeps taking damage for 2 seconds, and a strike that reaches 4 or more enemies overcharges for a bonus hit on all of them. At 125 gold it hits ground and air and does extra damage to shields. It is made for crowds, and it runs hot: every strike adds 85°C, so a Lightning that fires nonstop overheats at every level unless water or a Cold Snap cools it. Build your own Lightning ### Attributes Level 1, on the ground Cost 125 gold to build Unlock 15,000 XP XP to research it (main menu, Upgrades & Research) Sell value 93 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 25 Fire rate 0.7/s DPS 18 damage a second, one hit on one target, before armour Range 5.5 2.75 tiles Targets at once 4 enemies in one strike Power uses 18 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Heat +85 °C a shot Overheats at 400 °C, fires again at 250 °C. Nonstop fire at this level would climb to 421 °C: overheats, needs 1.1x cooling Cooling Water beside it 1.5x, +0.5x each more (up to 3x) A connected row shares up to 12 water tiles. A Cold Snap over it: 2x to 6.5x. A cooling pump appears on its base by water. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Lightnings need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Voltage Boost, Capacitor Speed, Arc Distance, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Feed it crowds One strike hits up to 4 enemies at level 1 and one more for each level (8 at level 5). A lone enemy gets one hit; a packed group gets the whole chain, the shock on every one of them and, from 4 enemies, the Overcharge bonus. #### Slow them together A Cold Snap bunches enemies up so the bolt has someone to jump to, and its snow cools the Lightning at the same time. #### Range decides who the chain can reach Every enemy in the chain must be inside the Lightning's own range, and each jump reaches 3.5 at level 1, +0.3 a level. Toward an enemy this Lightning has already shocked it reaches +2 further. #### Build in rows and go high Each Lightning on the four sides of another gives it +15% damage and +10% fire rate (more fire rate also means more heat). Each level of hill or platform gives +8% damage and +0.5 range, and the jumps reach further too. On bare grass it loses 5% damage, unless it stands on a platform. #### Keep it cool Strikes come slowly but each one is hot, so even a level-1 Lightning overheats if it never stops firing. One water tile beside it or a Cold Snap over it fixes that (below). ### Build it Pick a level, research, end-of-wave cards, where it stands and what cools it, and how many enemies the bolt can reach, and see what your Lightning ends up doing: the first hit, the whole chain, the shock and the Overcharge, worked out the way the game does it. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. - **Cooling:** 1 + (Cold Snap - 1) + water. Cold Snap: 2x at level 1, +0.5x a level (only the strongest powered one counts). Water: +0.5 for the first tile, +0.5 each more. A tower counts its own water (up to 4 sides); in a connected chain it counts the chain's water, up to 4 + 1 per extra tower in the chain, never over 12. - **Heat:** Each shot adds 85 C; between shots the heat above 20 C drains by exp(-seconds x cooling / 6). Nonstop fire levels off with its hottest point, just after each shot, at 20 + 85 / (1 - exp(-cooling / (fire rate x 6))) and its average at 20 + fire rate x 85 x 6 / cooling. A shot that takes it to 400 C overheats it: it stops firing until it has cooled to 250 C. Cooling needed to never overheat = -fire rate x 6 x ln(1 - 85 / (400 - 20)). #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 15,000 XP; its upgrades: 120,000 XP for all. - **Voltage Boost:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Capacitor Speed:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Arc Distance:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Lightning Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Lightning Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - One strike reaches up to 4, 5, 6, 7, 8 enemies (levels 1 up); each jump does 85% of the hit before (never under 30%). Crits: x1.5, 8, 10, 12, 14, 16% chance. - Shock: every enemy hit takes 15% of the damage every 0.5 s for 2 s (a new hit restarts it). Overcharge: a strike that hits 4 or more enemies gives each of them 50% of the damage on top. #### Worked examples - [`#build:l5~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/lightning#build:l5~r.damage.5~c.damage.55555~e.damage.5x10): damage 355.88, fire rate 1.18/s, DPS 420, range 7.1, cooling 1x, needs 1.79x to never overheat (overheats). - [`#build:l5~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3`](https://blockadebrigade.com/towers/lightning#build:l5~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3): damage 1135.24, fire rate 1.534/s, DPS 1,741, range 14.6, cooling 8x, needs 2.33x to never overheat (stays cool). #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..5 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage per second here is the first hit only (damage x fire rate): every other enemy the chain reaches takes 85% of the hit before it, plus the shock and, from 4 enemies, the Overcharge. Power is what it needs while it has a target (1 on standby). | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | Nonstop fire peaks at | Cooling it needs | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 125 | 125 | 25 | 0.7/s | 18 | 5.5 | 18 | 421°C | 1.1x | | 2 | 200 | 325 | 37 | 0.82/s | 30 | 5.9 | 22 | 482°C | 1.3x | | 3 | 320 | 645 | 49 | 0.94/s | 46 | 6.3 | 25 | 543°C | 1.5x | | 4 | 512 | 1,157 | 61 | 1.06/s | 65 | 6.7 | 29 | 604°C | 1.7x | | 5 | 819 | 1,976 | 73 | 1.18/s | 86 | 7.1 | 32 | 665°C | 1.8x | **Levels 1-2**Level 2 costs 200 gold and adds one more enemy to every strike, plus 13 damage per second on the first hit alone. Already hot: firing nonstop, even level 1 needs 1.1x cooling. **Levels 3-5**Each level adds one more jump (up to 8 enemies) and a little more jump reach, and every hit, shock and Overcharge grows with the damage. Upgrade the Lightnings that face the biggest crowds; level 5 alone costs 819 gold. ### Heat and cooling #### Water 1.5x One water tile beside it; +0.5x for each more, up to 3x. A connected row shares up to 12. #### Cold Snap 2-6.5x Inside a powered Cold Snap's range, level 1 to 10. Only the strongest one counts. #### Both 2.5x A level-1 Cold Snap and one water tile: the two add up. #### Nonstop fire, no cooling overheats at 400°C Level 1 421°C Level 5 665°C - **Every strike adds 85°C** to the tower. Between strikes it cools back toward 20°C, fastest when it is hottest: each second it sheds about 15% of its heat above 20°C. - **Few strikes, big jumps:** fired nonstop, the heat climbs by 85°C with every strike and falls back in between. At level 1 it touches about 420°C just after a strike once it has been firing a while, so after about 13 strikes in a row it overheats; at level 5 it takes only about 7. - **At 400°C it overheats:** it shows OVERHEATED, smokes and stops firing until it is back under 250°C. That takes about 3 seconds on its own, 1.5 seconds in a level-1 Cold Snap's snow. - **Water beside it:** one water tile next to the Lightning makes it shed heat 1.5x as fast, +0.5x for each more, up to 3x with water on all four sides. Connected Lightnings share their water: a row counts one more water tile for each Lightning after the first, up to 12 tiles. No water? The bulldozer's Dig makes a water tile. - **A Cold Snap over it:** inside a powered Cold Snap's range a hot tower sheds heat 2x as fast at Cold Snap level 1, +0.5x for each level after (6.5x at level 10). Only the strongest Cold Snap over it counts. Its slow also keeps enemies bunched for the chain. - **How much it needs:** firing nonstop, a level-1 Lightning needs 1.1x cooling and a level-5 one 1.8x: water on two sides (2x) or a level-1 Cold Snap (2x). With four Lightnings beside it, a level-5 one needs 2.6x: water on four sides (3x) or a level-3 Cold Snap (3x). One water tile is enough up to level 3. - **See it in the game:** the tower panel's heat gauge says up to which level it fires nonstop without overheating with the cooling it has, and shows how hot it is and what is cooling it, and while you place a Lightning its ghost shows the cooling that spot gets, before you pay. A Lightning with nothing to strike cools by itself. ### Research Research (main menu, Upgrades & Research) makes every Lightning you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Voltage Boost +10% damage a level, +50% at level 5. The chain, the shock and the Overcharge all grow with it. #### Capacitor Speed +10% fire rate a level, +50% at level 5. More strikes means more heat, too. #### Arc Distance +10% range a level, +50% at level 5. More enemies are inside its reach for the chain; the distance of each jump does not change. #### Lightning Deep Wound Each level: enemies a Lightning hits take 1% more damage from every tower for 4 seconds (5% at level 5). Every enemy in the chain gets it. Wounds from different kinds of tower add up. #### Lightning Poison Each level: every hit, on every enemy in the chain, leaves poison worth 1% of the hit's damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Lightning FAQ How many enemies does one Lightning strike hit? Up to 4 at level 1, one more for each level, 8 at level 5. The first enemy is the one the tower aims at; the bolt then jumps to the nearest enemy it has not hit yet, within 3.5 at level 1 (+0.3 a level, more from high ground) and inside the tower's own range. Each jump hits for 85% of the hit before it. What does shock do? Every enemy the bolt hits is shocked: for 2 seconds it takes 15% of the strike's full damage every 0.5 seconds (60% in all), even the last enemy in the chain. Hitting it again restarts the shock; it does not stack. A shocked enemy also pulls this Lightning's next chains: the bolt can jump 2 further to reach it. What is Overcharge? When one strike reaches 4 or more enemies, every enemy in the chain takes a bonus hit of 50% of the tower's damage. At level 1 that needs a full chain; from level 2 the chain is longer than it needs to be. Do two Lightnings share their shocked enemies? Each Lightning only follows its own shocks: an enemy shocked by one does not pull the other's chain. But both shocks hurt it, so two Lightnings on the same crowd still add up. Why did my Lightning stop firing? Most often it overheated: it shows OVERHEATED and smokes, and fires again once it has cooled to 250°C (about 3 seconds). Every strike adds 85°C, so even a level-1 Lightning overheats after about 13 strikes in a row. Or it is short of power: it needs 18 power at level 1 and 32 at level 5. Can the Lightning hit flying enemies? Yes. It hits ground and air, and one chain can jump between flyers and ground enemies. Is the Lightning good against shields and armour? Shields, yes: every hit in the chain does 15 extra damage to a shield. Armour soaks its hits like any other; research Lightning Poison, which goes straight to health, or put a Magnet nearby to tear the armour off. Does range research make the bolt jump further? No. Range lets the Lightning strike further away and lets the chain reach more enemies, since every enemy in the chain must be inside its range. The length of each jump grows with the tower's level and with high ground. At what level will my Lightning start to overheat with the cooling it has? The tower panel works it out for you: under its heat gauge it says "Fires nonstop without overheating up to level N; from level N+1 it overheats" (or "at every level"), or, if it already overheats, how much more cooling it needs. It uses the Lightning's fire rate at each level and the cooling it has right now (Cold Snaps in range, water beside it), and it changes when you add or upgrade a Cold Snap or add water. Nonstop fire is the worst case: with gaps between enemies it stays cooler. How much power does a Lightning use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 18 at level 1, 32 at level 5 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Magnet Tower Page: https://blockadebrigade.com/towers/magnet > The Magnet in Blockade Brigade: 325 gold, tears armour off enemies and fires it back as heavy slugs. Silo, press, drones, levels, research and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Magnet Tower Pulls armor, presses it into slugs, fires them 325 gold, Ground + Air, Research 50000 The Magnet is a small armour foundry on two tiles. Its magnet tears armour off the most armoured enemies near it, 8 armour from each of up to 3 enemies a pull at level 1, up to 35 from each of 12 at level 10, and sweeps up the armour scrap other towers knock off. The silo stores it, the press stamps it into slugs, and the gun fires only slugs, each hitting for 2.2 times the tower's damage, out to its full range, at ground and air. No armour coming in, no ammo. It costs 325 gold. Build your own Magnet ### Attributes Level 1, on the ground Cost 325 gold to build Unlock 50,000 XP XP to research it (main menu, Upgrades & Research) Sell value 243 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 26 Fire rate 0.9/s DPS 23 damage a second, one hit on one target, before armour Range 7 3.5 tiles Targets at once 1 target Power uses 12 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Magnets need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 3 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 72,000 XP for all. Denser Scrap, Stronger Coils, Wider Field Cards Damage, Fire Rate, Range End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Feed it armour The gun fires only slugs, and every slug is 4 armour pressed together. Build it where armoured ground enemies like Tanks, Heavy Knights and Clankers walk past, within 80% of its range, where the magnet pulls. #### Bare armour for everyone Armour soaks hits before health does. Every pull leaves the enemies near the Magnet with less of it, so the Cannons and other guns around it do their damage to health sooner. Shields do not stop the pull. #### Put armour crackers nearby While a Magnet stands, 50% of the armour any tower knocks off an enemy falls on the path as scrap. The magnet sweeps it up within its reach, and from level 4 scrap drones fetch it from further away. Pick it up before enemies do: robots bolt it back on, other enemies eat it for health, and UFOs beam it up. #### Let the rack fill The press keeps working between waves while the silo holds armour, and the silo and rack are kept between waves and through upgrades. A full rack lets the gun fire at its full rate for a long time, even when the press cannot keep up. #### Find two level tiles It takes two tiles at the same height; press R while placing to turn it. On uneven ground it levels its own ground as you place it, and the ghost shows that price too. #### Go high Each level of hill or platform gives +8% damage and +0.5 range, and the magnet's reach grows with the range. On bare grass it loses 5% damage, unless it stands on a platform. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Magnet ends up doing: how much armour it tears off and from how many enemies, how far the magnet reaches, how hard each slug hits, and how fast it can fire once the rack is empty and the press has to keep up. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | #### Research Unlock: 50,000 XP; its upgrades: 72,000 XP for all. - **Denser Scrap:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Stronger Coils:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Wider Field:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Each pull tears 8, 11, 14, 17, 20, 23, 26, 29, 32, 35 armour (levels 1 up) off up to 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 enemies within 80% of its range. The armour becomes slugs (4 armour each, one every 1.8, 1.68, 1.56, 1.44, 1.32, 1.2, 1.08, 0.96, 0.84, 0.72 s); each slug hits one enemy for 2.2x its damage, +50% against armour. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/magnet#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 521.62, fire rate 1.26/s, DPS 657, range 10.15. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/magnet#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 1663.98, fire rate 1.638/s, DPS 2,726, range 17.65. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is the tower's damage: each slug hits for 2.2 times that, plus 50% of the slug's hit again against armour. Armour stripped is what one pull tears off each enemy, from up to that many enemies at once. The silo holds armour, the rack holds slugs, and the press makes one slug from 4 armour every press time. Power is what it needs while it runs. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 325 | 325 | 26 | 0.9/s | 23 | 7 | 12 | | 2 | 503 | 828 | 35 | 0.94/s | 33 | 7.3 | 14 | | 3 | 780 | 1,608 | 44 | 0.98/s | 43 | 7.7 | 17 | | 4 | 1,210 | 2,818 | 53 | 1.02/s | 54 | 8.1 | 19 | | 5 | 1,875 | 4,693 | 62 | 1.06/s | 66 | 8.4 | 22 | | 6 | 2,907 | 7,600 | 71 | 1.1/s | 78 | 8.8 | 24 | | 7 | 4,506 | 12,106 | 80 | 1.14/s | 91 | 9.1 | 26 | | 8 | 6,985 | 19,091 | 89 | 1.18/s | 105 | 9.4 | 29 | | 9 | 10,827 | 29,918 | 98 | 1.22/s | 120 | 9.8 | 31 | | 10 | 16,782 | 46,700 | 107 | 1.26/s | 135 | 10.2 | 34 | **Levels 1-3**The press is slower than the gun (1.8 seconds a slug at level 1), so once the rack is empty the gun fires only as fast as slugs are stamped. Every level tears +3 armour more from one more enemy and makes the silo and rack bigger. **Levels 4-10**Scrap drones: one at level 4, one more every 3 levels, up to 3. They fetch scrap lying beyond the magnet's reach, up to 2 times the tower's range away, 8 armour a trip at level 4 and +2 for each level after. The press gets faster every level, down to 0.72 seconds a slug at level 10. ### Research Research (main menu, Upgrades & Research) makes every Magnet you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Denser Scrap +10% damage a level, +50% at level 5: every slug hits harder, against armour too. #### Stronger Coils +6% fire rate a level, +30% at level 5. The magnet pulls faster too, so it tears off more armour a second. The press does not speed up. #### Wider Field +6% range a level, +30% at level 5. The magnet's reach grows with it, and so does how far the drones fly. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Magnet FAQ Why is my Magnet not firing? Most often it has no slugs. A new Magnet starts empty: the magnet must pull armour off enemies, or sweep up scrap, then the press makes one slug from every 4 armour. With no armoured enemies coming and no scrap on the path, it runs dry and waits. The tower panel shows the silo, the rack and what the press is doing. Or it is short of power: it needs 12 power at level 1 and 34 at level 10. On LOW POWER the magnet and press keep working but the gun cannot fire; on NO POWER it all stops. How much armour does the magnet tear off? Each pull tears up to 8 armour off each of the 3 most armoured ground enemies within 80% of its range at level 1; each level adds +3 armour and one more enemy, up to 35 armour from 12 enemies at level 10. It pulls as often as it fires, so fire-rate research and cards make it pull faster. It pulls only while some enemy in reach has armour. Does the magnet damage enemies? No. It takes their armour away, it does not hurt them: their health stays the same and a shield does not stop it. But armour soaks every hit before health does, so a stripped enemy takes the full force of every other tower's hits sooner. The armour it tears off flies into the silo for slugs. How hard does a slug hit? Each slug hits one enemy for 2.2 times the tower's damage, and does 50% of that again to armour. The gun reaches the full range, further than the magnet, and hits ground and air. What happens to the armour my towers knock off enemies? While a Magnet stands, 50% of it falls on the path as scrap plates. The Magnet sweeps up scrap within its reach every 0.5 seconds, and its drones fetch it from further away. Enemies use it too: robots short of armour bolt it back on, other enemies short of health eat it, and UFOs beam it up to build Clankers. With no Magnet built, no scrap falls. Can I get Poison or Armor Damage cards for the Magnet? No. Its end-of-wave cards are damage, fire rate and range. It has no Poison or Deep Wound, and Armor Damage and Shield Damage cards are not offered for it. Is it better to upgrade my Magnet or build more? A second Magnet costs 390 gold and needs 12 more power and armour of its own to feed it; two side by side share the same armour and scrap. Upgrading the first to level 2 costs 503 gold and makes everything bigger: more armour torn off more enemies, a bigger silo and rack, a faster press and harder slugs, and from level 4 drones. Upgrade one well placed Magnet first. Is the Magnet good on its own? Not really. Without armoured enemies it has nothing to fire, and its slugs hit one enemy at a time. Its best work is leaving armoured waves bare for the towers around it, and turning their armour into heavy slugs. How much power does a Magnet use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 12 at level 1, 34 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Miner Page: https://blockadebrigade.com/towers/miner > The Miner in Blockade Brigade: 150 gold, gold every wave from a hilltop. Hill height, upgrades, the gold in the mine, research and FAQ. [Utility Tower](https://blockadebrigade.com/towers/utility) ## Miner Generates gold per wave. Must be placed on hill tops only. 150 gold, Support, Research 10000 The Miner does not fight: it drills for gold. It must stand on a level hilltop, and at the end of every wave it pays you gold, more the higher its hill: on a hill of height 5 a new Miner makes about 42 gold a wave, and a fully upgraded one about 274. A hill counts only up to height 5, so a taller one earns the same. It costs 150 gold, each one after the first costs 40% more, and it needs no power. Build it early: every wave it stands is a wave it pays. Build your own Miner ### Attributes Level 1, on the ground Cost 150 gold to build Unlock 10,000 XP XP to research it (main menu, Upgrades & Research) Sell value 112 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Collection 5 Speed 1/s Depth 1 0.5 tiles Targets at once none: it mines gold Power needs none it runs without a Power Plant Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Miners need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Level parts Base: 1 green level light, plate 01 Research 3 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 72,000 XP for all. Mining Capacity, Mining Speed, Excavation Depth Cards Damage, Fire Rate, Range End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Go high, up to 5 Each level of hill gives +15% gold of its own, on top of +8% collection and +0.5 depth. A hill counts only up to height 5, so pick the tallest hill up to that height; anything taller earns the same. #### Build it early It pays the same gold every wave, however long the wave is, so the waves it stands through are what it earns. A Miner built in the first waves pays for itself many times over. #### Upgrade before you build more Each new Miner costs 40% more than the last (150, 210, 293, 411...), while its upgrades cost 150, 300, 600 gold and each one raises collection, speed and depth together. #### Side by side Two Miners on hilltops next to each other give each other +15% collection and +10% speed, like any tower beside one of its own kind. #### A platform on top A platform on a hilltop lifts the Miner further: each platform level adds +8% collection and +0.5 depth, and platforms count in full, past height 5. #### No defence It cannot shoot, so it adds no defence. Spend its gold on guns that do. ### Build it Pick a level, the hill's height, platforms under it, research, end-of-wave cards and neighbours, and see what your Miner pays each wave, worked out the way the game does it, with how deep its mine goes and how much gold the mine holds. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | #### Research Unlock: 10,000 XP; its upgrades: 72,000 XP for all. - **Mining Capacity:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Mining Speed:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Excavation Depth:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Gold a wave = collection x speed x depth x (1 + counted hill x 15%); a hill counts up to height 5, platforms in full. Level 1 to 4 on a hill of 5: 42, 94, 169, 274 gold a wave. #### Worked examples - [`#build:l4~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/miner#build:l4~r.damage.5~c.damage.55555~e.damage.5x10): damage 68.25, fire rate 1.6/s, DPS 109, range 2.5. - [`#build:l4~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/miner#build:l4~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 217.72, fire rate 2.08/s, DPS 453, range 10. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..4 - `r..`: research level 0..5 of a research item (damage, fire_rate, range) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no hill, research, cards or neighbours. A real Miner always stands on a hill and earns more (use the calculator above for your hill). Gold a wave = collection x speed x depth, then +15% for each level of hill. | Level | Upgrade | Total spent | Gold a wave, hill 1 | Gold a wave, hill 5 | Power | | --- | --- | --- | --- | --- | --- | | 1 | build 150 | 150 | 9 | 42 | - | | 2 | 150 | 300 | 23 | 94 | - | | 3 | 300 | 600 | 47 | 169 | - | | 4 | 600 | 1,200 | 83 | 274 | - | **Levels 1-4**Each upgrade adds a conveyor belt down one side of its hill and raises collection, speed and depth together, so the gold grows fast: upgrades cost 150, 300, 600 gold. Level 4 is the top, whatever is around the hill. **The mine**It holds 200 gold at depth 1 and 3 times more at each depth below; every +0.5 depth digs one depth deeper. A Miner on a hill reaches deep enough that it rarely runs dry. ### Research Research (main menu, Upgrades & Research) makes every Miner you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Mining Capacity Mining Capacity: +10% collection (gold per pull) a level, +50% at level 5. Gold a wave grows by the same share. #### Mining Speed Mining Speed: +6% speed a level, +30% at level 5. Gold a wave grows by the same share. #### Excavation Depth Excavation Depth: +6% depth a level, +30% at level 5. A deeper mine digs more gold a wave and holds more. #### Height and ground - It must be built on a hill. - A hill counts up to height 5 for its bonuses: a taller hill earns the same. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. ### Miner FAQ Why doesn't my Miner earn more on a higher hill? For a Miner's gold, a hill counts only up to height 5. On a taller hill its hill bonus, collection and depth all stop at height 5, so it earns the same as on a hill of height 5. The placement preview and the tower panel both say when a hill counts as 5. Before this limit came in, Miners on the tallest hills earned most of a late game's gold. Can I see how much gold my Miner earns each wave? Yes. Before you build, the preview over the Miner shows the gold a wave it would earn on that hilltop. Once it stands, click it: the panel shows its income for the next wave and the total earned, and its Accounting section lists the gold earned each wave, the total, the profit after what you paid (and the wave it paid for itself) and next wave's gold. Where can I build a Miner? Only on a level hilltop: not on a hillside ramp, flat ground, water or the path. Some scenario maps keep their hills free of Miners. You can put a platform on a hilltop and build the Miner on the platform. How is a Miner's gold worked out? Collection x speed x depth, then +15% for each level of hill (up to 5). Each level of hill or platform also adds +8% collection and +0.5 depth. Upgrades, research, end-of-wave cards and a Miner on the hilltop beside it raise collection and speed. It is paid at the end of every wave. Does a Miner earn more on a long wave, or if I slow the enemies down? No. It pays a set amount at the end of each wave, however long the wave takes. Its speed is part of the sum, not a clock. Can a Miner run out of gold? Yes, in principle: its mine holds 200 gold at depth 1 and 3 times more at each depth below, and it stops paying when the mine is empty. Whenever it gets deeper (an upgrade, a hill, a platform, a Depth card or an XP point) the new depth's gold is added, even to a Miner that had run dry. The tower panel shows the gold left in the mine. How much does a Miner cost? 150 gold, and each Miner after the first costs 40% more (150, 210, 293, 411...). Its upgrades cost 150, 300, 600 gold, up to level 4. Sold within 15 seconds of placing it you get everything back, after that 75%, and the next Miner is a step cheaper again. Does a Miner gain XP? Yes, from its gold, not from kills: 5 XP for every gold it pulls. Its XP levels go in turn to more XP per gold, more gold a wave and a deeper mine. --- # Missile Silo Page: https://blockadebrigade.com/towers/missile_silo > The Missile Silo in Blockade Brigade: 200 gold, hits ground and air. Its salvos, blast, blind spot, every level's stats, research and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Missile Silo Arcing missiles with splash damage, armor specialist 200 gold, Ground + Air, Research 40000 The Missile Silo opens its doors and fires salvos of homing missiles at ground and air enemies alike: 1 missile a salvo at level 1, up to 8 at level 10, each aimed at a different enemy. Every missile follows its enemy all the way down, and its blast hits the enemies around it for 60% of its damage. It costs 200 gold, never overheats, and level 10 does about 13 times the damage per second of level 1. The catch: a slow reload, and a blind spot right next to the silo. Build your own Missile Silo ### Attributes Level 1, on the ground Cost 200 gold to build Unlock 40,000 XP XP to research it (main menu, Upgrades & Research) Sell value 150 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 60 Fire rate 0.4/s DPS 24 damage a second, one hit on one target, before armour Range 14 7 tiles Targets at once 1 missile, splashing Power uses 14 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +25% damage, +20% fire rate each Same-type towers on its four sides, up to four (+100% / +80%). Connected Missile Silos need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Missile Damage, Missile Launch Rate, Missile Range, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Hits everything Missiles go after ground and flying enemies, and they follow their target wherever it goes, so fast or dodging enemies do not shake them off. #### Build them side by side Silos help each other more than other towers do. Each Missile Silo on the four sides of another gives it +25% damage, +20% fire rate and +10% armour damage, so a tight block of silos hits far harder than the same silos spread out. #### Keep enemies off its doorstep It cannot fire at anything within 3 of the silo. Set it back from the path, or cover the ground next to it with another tower. #### Crowds and armour Each blast hits every other enemy within 2.5 of where it lands for 60% of the missile's damage, and every salvo does 45 extra damage to armour. A Cold Snap nearby keeps a pack bunched up under the blasts. #### Go high Each level of hill or platform gives +8% damage and +0.5 range; on bare grass it loses 5% damage, unless it stands on a platform. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Missile Silo ends up doing, worked out the way the game does it: how many missiles a salvo, the damage of each missile and its blast. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.25) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.2) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 40,000 XP; its upgrades: 120,000 XP for all. - **Missile Damage:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Missile Launch Rate:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Missile Range:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Missile Silo Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Missile Silo Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +25% damage, +20% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - A salvo's damage is shared by its missiles (1, 1, 2, 2, 3, 4, 5, 6, 7, 8 for levels 1 up); each homes on its own enemy and its blast hits every other enemy within 2.5 for 60% of the missile's damage. A missile whose enemy died on the way does nothing. It cannot shoot anything within 3 of itself. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/missile_silo#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 1389.38, fire rate 1.12/s, DPS 1,556, range 27.5. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/missile_silo#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 5349.09, fire rate 1.792/s, DPS 9,586, range 35. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is a whole salvo, shared by its missiles; damage per second = damage x fire rate, before the blasts. Power is what it needs while it has a target. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 200 | 200 | 60 | 0.4/s | 24 | 14 | 14 | | 2 | 300 | 500 | 85 | 0.48/s | 41 | 15.5 | 17 | | 3 | 450 | 950 | 110 | 0.56/s | 62 | 17 | 20 | | 4 | 675 | 1,625 | 135 | 0.64/s | 86 | 18.5 | 22 | | 5 | 1,012 | 2,637 | 160 | 0.72/s | 115 | 20 | 25 | | 6 | 1,518 | 4,155 | 185 | 0.8/s | 148 | 21.5 | 28 | | 7 | 2,278 | 6,433 | 210 | 0.88/s | 185 | 23 | 31 | | 8 | 3,417 | 9,850 | 235 | 0.96/s | 226 | 24.5 | 34 | | 9 | 5,125 | 14,975 | 260 | 1.04/s | 270 | 26 | 36 | | 10 | 7,688 | 22,663 | 285 | 1.12/s | 319 | 27.5 | 39 | **Missiles**1 at levels 1-2, 2 at levels 3-4, 3 at level 5, 4 at level 6, 5 at level 7, 6 at level 8, 7 at level 9 and 8 at level 10. The silo grows a tube for each one, so you can count them. More missiles spread a salvo over more enemies; they do not add damage on their own. **Gold**Level 2 adds 6 damage per second for every 100 gold. Upgrades get dear near the top: level 10 alone costs 7,688 gold, and from level 6 each one adds a missile as well as damage, fire rate and range. ### Research Research (main menu, Upgrades & Research) makes every Missile Silo you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Missile Damage +10% damage a level, +50% at level 5. The blasts grow with it. #### Missile Launch Rate +6% launch rate a level, +30% at level 5. #### Missile Range +6% range a level, +30% at level 5. #### Missile Silo Deep Wound Enemies hit by a missile or its blast take 1% more damage from every tower a level (5% at level 5) for 4 seconds after the last hit. Wounds from different towers add up. #### Missile Silo Poison Each hit, blasts too, leaves poison worth 1% of the hit's damage every second a level (5% at level 5) for 4 seconds, straight to health past shield and armour. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Missile Silo FAQ Can the Missile Silo hit flying enemies? Yes. Its missiles go after ground and flying enemies alike, and follow them all the way. How many missiles does the Missile Silo fire? 1 at levels 1-2, 2 at levels 3-4, 3 at level 5, 4 at level 6, 5 at level 7, 6 at level 8, 7 at level 9 and 8 at level 10. Each missile in a salvo goes for a different enemy in range, in the order of its targeting choice; with fewer enemies than missiles, the spare missiles double up on the same ones. The silo shows one tube for each missile it fires. Do more missiles mean more damage? Not on their own: a salvo's damage, and its 45 armour damage, are shared by its missiles, so a salvo does the same total on one enemy as on several. What more missiles give you is reach: more enemies hit directly and more blasts spread through a crowd. Why won't my Missile Silo shoot enemies right next to it? It has a blind spot: it never picks a target within 3 of the silo. Build it a little back from the path, or cover the ground beside it with another tower. A blast can still hit enemies there if it lands close enough. Can a missile miss? Not a living enemy: a missile follows its target all the way down. If its target dies before it lands, it comes down where the enemy was and does no damage at all, blast included. A missile still waiting in its tube when its target dies takes the silo's new target instead. Why is there a pause before the missiles fly? The silo opens its doors and raises its missiles first, then fires them one tube after another, 0.12 seconds apart. Then each missile climbs, turns over and dives onto its enemy, so it takes a moment to arrive: the further the enemy, the longer the flight. Do Missile Silo blasts knock enemies back? No. Its blasts damage the enemies around them but do not push them back. Why did my Missile Silo stop firing? It does not overheat, so it is either short of power or has nothing it can reach: nothing in range, or everything inside its blind spot. LOW POWER means it can track but not fire, NO POWER means it does nothing. A Missile Silo needs 14 power at level 1 and 39 at level 10. How much power does a Missile Silo use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 14 at level 1, 39 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Portal Tower Page: https://blockadebrigade.com/towers/portal > The Portal in Blockade Brigade: 475 gold, sends up to 5 ground enemies back down the path. Distance, Power, levels, research and FAQ. [Utility Tower](https://blockadebrigade.com/towers/utility) ## Portal Tower Sends enemies back along the path, picked by its target priority 475 gold, Ground only, Research 175000 The Portal does not shoot. Every 8 seconds at level 1 it opens portals under the ground enemies in its range and drops them back down the path, so they have to walk past your other towers again. It grabs 1 enemy at a time at level 1 and up to 5 at level 10, and sends them 4 tiles back at level 1, up to 8.5 at level 10. Strong enemies resist its Power and go a shorter way, never less than 20% of the full distance. It costs 475 gold and cannot move anything that flies. Build your own Portal ### Attributes Level 1, on the ground Cost 475 gold to build Unlock 175,000 XP XP to research it (main menu, Upgrades & Research) Sell value 356 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground Power 200 Openings 0.12/s Range 6 3 tiles Targets at once 1 grabbed a shot Power uses 20 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Portals need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 3 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 72,000 XP for all. Power, Quick Recharge, Long Reach Cards Damage, Fire Rate, Range End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Late on the path An enemy sent back walks past every tower behind it again. Near the end of the path that is your whole defence; near the entrance there is little path behind it, and an enemy is never sent back past the start. #### Power decides the distance An enemy whose health, armour and shield add up to no more than the Portal's Power goes the full distance. A stronger one goes Power / strength of it, never less than 20%. Power is 200 at level 1 and 920 at level 10. #### Pick who goes Its target priority chooses the enemies it grabs. First sends back the enemy closest to your base; Strongest spends the portal on the big ones, which go a shorter way. #### Hold them in range It recharges slowly, so a Cold Snap or a Gravity Well nearby keeps enemies inside its range until the next portal opens. #### Build in rows, go high Each Portal on the four sides of another gives it +15% Power and +10% recharge speed (up to +60% and +40%). Each level of hill or platform gives +8% Power and +0.5 range; on bare grass it loses 5% Power, unless it stands on a platform. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Portal ends up doing, worked out the way the game does it: its Power, how often it opens, how many enemies it grabs and how far they go. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | #### Research Unlock: 175,000 XP; its upgrades: 72,000 XP for all. - **Portal Power:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Quick Recharge:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Long Reach:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Each opening grabs up to 1, 1, 2, 2, 3, 3, 4, 4, 5, 5 ground enemies (levels 1 up) and sends them back 4, 4.5, 5, 5.5, 6, 6.5, 7, 7.5, 8, 8.5 tiles along the path; an enemy stronger than the Portal's power goes power / strength of that, never under 20%. Each lands with a hit of 25% of the power and cannot be grabbed again for 6 s. Recharge = 1 / fire rate. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/portal#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 4485, fire rate 0.161/s, DPS 722, range 8.25. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/portal#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 14307.1, fire rate 0.209/s, DPS 2,994, range 15.75. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height, neighbours or tower XP. Power decides how far strong enemies go and the hit they take when they land; the full distance is for enemies no stronger than its Power. Tower XP levels count as extra levels for grabs and distance. | Level | Upgrade | Total spent | Power | Openings | Range | Grabs | Sends back | Strong sent back | Again after | Power | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 475 | 475 | 200 | 0.12/s | 6 | 1 | 8 | 1.6 | 6.0s | 20 | | 2 | 760 | 1,235 | 280 | 0.13/s | 6.25 | 1 | 9 | 1.8 | 6.0s | 24 | | 3 | 1,216 | 2,451 | 360 | 0.13/s | 6.5 | 2 | 10 | 2 | 6.0s | 28 | | 4 | 1,945 | 4,396 | 440 | 0.14/s | 6.75 | 2 | 11 | 2.2 | 6.0s | 32 | | 5 | 3,112 | 7,508 | 520 | 0.14/s | 7 | 3 | 12 | 2.4 | 6.0s | 36 | | 6 | 4,980 | 12,488 | 600 | 0.14/s | 7.25 | 3 | 13 | 2.6 | 6.0s | 40 | | 7 | 7,969 | 20,457 | 680 | 0.15/s | 7.5 | 4 | 14 | 2.8 | 6.0s | 44 | | 8 | 12,750 | 33,207 | 760 | 0.15/s | 7.75 | 4 | 15 | 3 | 6.0s | 48 | | 9 | 20,401 | 53,608 | 840 | 0.16/s | 8 | 5 | 16 | 3.2 | 6.0s | 52 | | 10 | 32,641 | 86,249 | 920 | 0.16/s | 8.25 | 5 | 17 | 3.4 | 6.0s | 56 | **Grabs**1 at levels 1-2, 2 at levels 3-4, 3 at levels 5-6, 4 at levels 7-8 and 5 from level 9. Tower XP levels add to the level here, up to 6 at a time. **Distance**Each level sends enemies 0.5 tile further, from 4 tiles at level 1 to 8.5 at level 10; tower XP levels add the same again. Upgrades also raise its Power, so strong enemies travel a bigger share of that. ### Research Research (main menu, Upgrades & Research) makes every Portal you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Portal Power +10% Power a level, +50% at level 5: strong enemies are sent a bigger share of the full distance, and the landing hit grows. Weak enemies already go the full distance. #### Quick Recharge +6% recharge speed a level, +30% at level 5: the portals open more often. #### Long Reach +6% range a level, +30% at level 5. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Portal FAQ Can the Portal send back bosses? Yes. It has no rule against big enemies: any enemy walking the path can be grabbed. How far it goes is the Portal's Power divided by the enemy's health, armour and shield added up, at least 20% of the full distance. A boss many times stronger than the Power still goes 20%. The one thing it cannot move is an enemy under a Domeguard's bubble, and the enemies riding inside it. Can it move flying enemies? No. It grabs only ground enemies walking the path. Flying enemies, and enemies that drop or move on their own instead of walking the path, are left alone. How far does it send an enemy? 4 tiles at level 1, 0.5 tile more for every level, 8.5 at level 10; each tower XP level adds another 0.5 tile. Distance end-of-wave cards make every trip longer. That is for an enemy no stronger than its Power; a stronger one goes Power / strength of it, never less than 20%. An enemy close to the entrance only goes back to the start. How many enemies does it grab at once? 1 at levels 1-2, 2 at levels 3-4, 3 at levels 5-6, 4 at levels 7-8 and 5 from level 9. Tower XP levels count too, up to 6 at once. It takes them in the order of its target priority, skipping any it has just sent. Can it send the same enemy back over and over? No. An enemy that comes out of a portal cannot be grabbed again for 6 seconds, by any Portal. With several Portals in a row, the next one takes the next enemy instead. Does the Portal do damage? A little. Each enemy takes a hit worth 25% of the Power when it lands, which goes through shield and armour first like any hit and can finish an enemy off. It never gets Poison, Deep Wound, Armour Damage or Shield Damage cards; its damage cards are Distance cards, which send every enemy further and raise its Power. How does the Portal earn XP? From every enemy it sends: more for strong enemies, and more the further they actually go. The landing hit earns XP like any tower's damage. Its XP levels matter more than most towers': they add grabs and distance on top of its upgrades. Why did my Portal not send anything? The enemies in range were all flying, under a Domeguard's bubble, or just sent back (they are safe for 6 seconds), or it is still recharging. LOW POWER or NO POWER on it means it is short of power: it needs 20 power at level 1 and 56 at level 10. How much power does a Portal use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 20 at level 1, 56 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Power Plant Page: https://blockadebrigade.com/towers/power_plant > The Power Plant in Blockade Brigade: 200 gold, makes 40 to 120 power. How power works, how many towers it runs, research and FAQ. [Utility Tower](https://blockadebrigade.com/towers/utility) ## Power Plant Makes the power your towers need 200 gold, Support The Power Plant never shoots. It makes the power your guns need to fire: 40 power at level 1, +20 with every upgrade, up to 120 at level 5. The base gives 60 on its own; every plant adds its output to one supply for the whole map, so there are no cables and it can stand anywhere a tower can. It costs 200 gold and needs no research and no power itself. The catch: every tile it takes is a tile a gun could have had. Build your own Power Plant ### Attributes Level 1, on the ground Cost 200 gold to build Unlock free every player has it from the start Sell value 150 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Power made 40 Range 0.5 0.25 tiles Targets at once none: it makes power Power makes 40 40 at level 1 to 120 at level 5; it needs none itself Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Power Plants need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Level parts Base: 1 green level light, plate 01 Research 3 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 72,000 XP for all. Bigger Turbines, Efficient Wiring, Base Generator Cards Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Build it before you run short When your guns need more than you have, the ones farthest from the base go short first. LOW POWER means a gun keeps tracking but cannot fire, NO POWER means it does nothing. The top bar shows power used against power you have. #### Count the guns, not the towers An idle tower draws only 1 power (lights and radar); it takes its full need only while it has a target. A level-1 Power Plant runs 10 level-1 Cannons firing at once, but only 1 level-1 Railgun. #### Build plants in rows Each Power Plant on the four sides of another makes +15% more (up to four: +60%). Two plants side by side make 92 power, not 80. #### Put it up high, not in your best spot Each level of hill or platform gives +8% output, and bare grass costs it nothing. A hilltop the path never comes near is a fine place for it: a plant does not care how close the enemies are. #### Link your guns Towers of one type built side by side need 25% less power each, so a row of Cannons lets one plant run more of them. #### Switch off what you do not need A gun you switch off in its panel needs no power at all, which frees power for the guns that matter. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see how much power your Power Plant makes, worked out the way the game does it, and how many of each tower it can run while they fire. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (1 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | #### Research Unlock: free (every player has it); its upgrades: 72,000 XP for all. - **Bigger Turbines:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Efficient Wiring:** +5% a level, 5 levels (+25%), 250, 750, 2,000, 6,000, 15,000 XP - **Base Generator:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x1 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - It makes 40, 60, 80, 100, 120 power (levels 1 up); the base gives 60. A tower uses its full need while it has a target and 1 on standby. #### Worked examples - [`#build:l5~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/power_plant#build:l5~r.damage.5~c.damage.55555~e.damage.5x10): damage 585, fire rate 1/s, DPS 585, range 0.5. - [`#build:l5~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/power_plant#build:l5~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 1866.15, fire rate 1.3/s, DPS 2,426, range 8. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..5 - `r..`: research level 0..5 of a research item (damage, efficiency, base_power) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Output is the power the plant adds to your supply. It never fires and needs no power of its own. | Level | Upgrade | Total spent | Power output | Power | | --- | --- | --- | --- | --- | | 1 | build 200 | 200 | 40 | - | | 2 | 280 | 480 | 60 | - | | 3 | 391 | 871 | 80 | - | | 4 | 548 | 1,419 | 100 | - | | 5 | 768 | 2,187 | 120 | - | **Levels 1-5**Every upgrade adds the same +20 power, but each costs more than the last (level 2 costs 280 gold, level 5 768). A new plant costs 240 gold for 40 power, so while you have free tiles, building another gives more power for the gold than upgrading. **Upgrade when tiles run out**Once the good spots are full, upgrades are how you get more power without giving up a spot a gun could use. ### Research Research (main menu, Upgrades & Research) is free to start for the Power Plant: it needs no research to build. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). Two of them help even before you build a plant. #### Bigger Turbines +10% output a level for every Power Plant, +50% at level 5. #### Efficient Wiring +5% efficiency a level for every tower you build, +25% at level 5: each tower does the same work on less power, about 20% less at level 5 (a need is never below one). It adds to a tower's Efficiency cards. #### Base Generator +10% power from the base a level, +50% at level 5: the base gives 60 on its own, 90 with all 5 levels. #### Challenge ##### Cannon Challenge Cannons only, and Power Plants to run them. No research: everyone starts alike. Pick it on a map card under New Game. - **Goal:** get as far as you can on Grand Canyon, Islands or Spiral (40 waves each). Ranked by the furthest wave, then the most kills, then the fastest time. - **Towers:** only Cannon and Power Plant. - **Research:** off. Your research bonuses, starting gold, base health and level caps do not count, so everyone starts alike; everyone gets small, medium, large platforms, no stacking. - **Start:** +100 gold, 10 card rerolls (usually 6). - **End-of-wave cards:** stat cards only for Cannon; tower cards 1.5x as often; tower cards worth 1.5x; +1 card 3x as often; Extra Lives 2x as often. - **Reward:** a place on that map's Cannon Challenge board on the [Leaderboards](https://blockadebrigade.com/leaderboards). Each map has its own, apart from the normal boards; play signed in, with leaderboards allowed in Settings > General. - **Best run:** each game you finish, won or lost, posts its run; the board shows each player once, with their best run. Nothing carries over between games. #### Height and ground - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. ### Power Plant FAQ How much power does a Power Plant make? 40 at level 1, +20 with each upgrade, 120 at level 5. On top of that: +8% for each level of hill or platform, +15% for each Power Plant on its four sides, Bigger Turbines research, Output cards at the end of a wave and a Support Station's damage boost. Select it to see what it makes now and how much of the supply is in use. How many towers can one Power Plant run? It depends on the towers and on how many fire at once. A tower with nothing to shoot draws only 1 power; a firing one draws its full need, which grows with its level. A level-1 plant runs 10 level-1 Cannons all firing, a level-5 plant 30, or 40 if the Cannons are built side by side. A level-1 Railgun needs far more: a level-5 plant runs 4 of them. Should I build another Power Plant or upgrade the one I have? Build another while you have tiles to spare. A second plant beside the first costs 240 gold and, with the neighbour bonus on both, adds about 52 power; upgrading the first to level 2 costs 280 gold and adds 20. Upgrade when the tiles run out. Why are my towers far from the base not firing? You are short of power. Power is handed out nearest the base first: every switched-on tower gets its standby first, then the firing towers get the rest, and the farthest are refused. LOW POWER means the gun keeps tracking but cannot fire, NO POWER means it does nothing at all. Build a Power Plant, upgrade one, or switch off towers you do not need. Does it matter where I build a Power Plant? Not for distance: there are no cables, every plant feeds the same supply. Height and neighbours do matter: +8% output for each level of hill or platform, +15% for each Power Plant beside it. Grass does not lower it, and enemies never attack it, so a hilltop far from the path is a good spot. Does the Power Plant need power itself, and can I switch it off? No to both. It runs without power and has no switch: its panel shows what it makes and how much of the supply is in use. Its turbine turns while it is feeding your towers. Which research helps with power? All three Power Plant items: Bigger Turbines (+10% output a level), Efficient Wiring (every tower needs less power, about 20% less with all levels) and Base Generator (the base gives up to 90 instead of 60). The last two help even with no plant built. Do end-of-wave cards help power? Yes, two ways. Output cards raise every Power Plant's output by their percent. Efficiency cards, for any tower that needs power, make that tower type need less. Both are offered only in games where towers need power. --- # Railgun Tower Page: https://blockadebrigade.com/towers/railgun > The Railgun in Blockade Brigade: 450 gold, a charged slug that pierces a line of up to 7 enemies. Levels, heat, research and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Railgun Tower Charged shot that pierces a whole line of enemies 450 gold, Ground + Air, Research 120000 The Railgun charges for a moment, then fires one slug in a straight line that punches through every enemy in its way, out to the end of its range: 3 enemies a shot at level 1, up to 7 at level 10. Each enemy further down the line takes a little less. It hits ground and air, and each enemy it strikes takes extra damage to armour and shields. It is slow, and every slug heats the barrel a lot: fired nonstop with nothing cooling it, a Railgun overheats at every level and loses shots. Line it up along a straight stretch of path and give it water or a Cold Snap. Build your own Railgun ### Attributes Level 1, on the ground Cost 450 gold to build Unlock 120,000 XP XP to research it (main menu, Upgrades & Research) Sell value 337 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 120 Fire rate 0.25/s DPS 30 damage a second, one hit on one target, before armour Range 14 7 tiles Targets at once 3 enemies in one line Power uses 28 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Heat +220 °C a shot Overheats at 400 °C, fires again at 250 °C. Nonstop fire at this level would climb to 472 °C: overheats, needs 1.3x cooling Cooling Water beside it 1.5x, +0.5x each more (up to 3x) A connected row shares up to 12 water tiles. A Cold Snap over it: 2x to 6.5x. A cooling pump appears on its base by water. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Railguns need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Slug Mass, Fast Capacitors, Longer Rails, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Aim it down a straight The slug flies in a straight line from the barrel to the end of its range, through the enemy it aims at and everything lined up before and behind it. Build it at the end of a long straight stretch, looking along the path, not across it. #### Crowds, not single enemies One enemy alone takes one hit every few seconds. A queue of enemies takes 3 hits a shot at level 1 and up to 7 at level 10; each enemy after the first takes 85% of what the one before took, never less than 40% of a full hit. #### Bunch them up A Cold Snap over the path packs slowed enemies into a tight line, and its snow also cools the Railgun if the gun stands inside its range. #### Keep it cool Every slug adds 220°C. Fired nonstop with nothing cooling it, it overheats at every level and fires about 85% of its shots at level 1, 50% at level 10. Water on one side stops it overheating up to level 2; a level-1 Cold Snap or water on two sides up to level 7. #### Go high Each level of hill or platform gives +8% damage and +0.5 range, so a longer line. On bare grass it loses 5% damage, unless it stands on a platform. #### Cover the gaps Between slugs it does nothing. Fast towers beside the same stretch pick off the enemies that slip through between shots. ### Build it Pick a level, research, end-of-wave cards, where it stands and what cools it, and see what your Railgun ends up doing: one hit, the whole line of enemies a slug can pierce, and how many shots it keeps once heat is counted. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. - **Cooling:** 1 + (Cold Snap - 1) + water. Cold Snap: 2x at level 1, +0.5x a level (only the strongest powered one counts). Water: +0.5 for the first tile, +0.5 each more. A tower counts its own water (up to 4 sides); in a connected chain it counts the chain's water, up to 4 + 1 per extra tower in the chain, never over 12. - **Heat:** Each shot adds 220 C; between shots the heat above 20 C drains by exp(-seconds x cooling / 6). Nonstop fire levels off with its hottest point, just after each shot, at 20 + 220 / (1 - exp(-cooling / (fire rate x 6))) and its average at 20 + fire rate x 220 x 6 / cooling. A shot that takes it to 400 C overheats it: it stops firing until it has cooled to 250 C. Cooling needed to never overheat = -fire rate x 6 x ln(1 - 220 / (400 - 20)). #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 120,000 XP; its upgrades: 120,000 XP for all. - **Slug Mass:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Fast Capacitors:** +8% a level, 5 levels (+40%), 250, 750, 2,000, 6,000, 15,000 XP - **Longer Rails:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Railgun Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Railgun Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - One slug flies the full range and hits up to 3, 3, 4, 4, 5, 5, 6, 6, 7, 7 enemies in the line (levels 1 up), nearest first; each next one takes 85% of the one before, never under 40%. It charges 0.6 s before the slug flies (the reload does not wait). - From level 5, every 4th slug is supercharged: x1.6 damage. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/railgun#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 2559.38, fire rate 0.43/s, DPS 1,101, range 21.2, cooling 1x, needs 2.23x to never overheat (overheats). - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3`](https://blockadebrigade.com/towers/railgun#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3): damage 8164.41, fire rate 0.559/s, DPS 4,564, range 28.7, cooling 8x, needs 2.9x to never overheat (stays cool). #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is one full hit, on the first enemy in the line; damage per second = damage x fire rate on that one enemy, so a slug through a crowd does several times more. Power is what it needs while it has a target (1 on standby). The last two columns are for nonstop fire: how hot the barrel gets right after a shot, and how much faster it must shed heat to never reach 400°C. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | Nonstop fire peaks at | Cooling it needs | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 450 | 450 | 120 | 0.25/s | 30 | 14 | 28 | 472°C | 1.3x | | 2 | 720 | 1,170 | 165 | 0.27/s | 45 | 14.8 | 34 | 498°C | 1.5x | | 3 | 1,152 | 2,322 | 210 | 0.29/s | 61 | 15.6 | 39 | 523°C | 1.6x | | 4 | 1,843 | 4,165 | 255 | 0.31/s | 79 | 16.4 | 45 | 549°C | 1.7x | | 5 | 2,949 | 7,114 | 300 | 0.33/s | 99 | 17.2 | 50 | 575°C | 1.8x | | 6 | 4,718 | 11,832 | 345 | 0.35/s | 121 | 18 | 56 | 601°C | 1.9x | | 7 | 7,549 | 19,381 | 390 | 0.37/s | 144 | 18.8 | 62 | 627°C | 2x | | 8 | 12,079 | 31,460 | 435 | 0.39/s | 170 | 19.6 | 67 | 653°C | 2.1x | | 9 | 19,327 | 50,787 | 480 | 0.41/s | 197 | 20.4 | 73 | 679°C | 2.2x | | 10 | 30,923 | 81,710 | 525 | 0.43/s | 226 | 21.2 | 78 | 705°C | 2.3x | **Levels 1-4**Each slug pierces more enemies every second level (3 enemies at level 1). Even level 1 overheats if it fires nonstop with nothing cooling it; water on one side fixes that up to level 2. **Levels 5-10**Every 4th shot is supercharged: 1.6x damage and a 1.6x wider line. The line reaches 7 enemies at level 10, but the gun runs hotter: from level 3 it needs more than one water tile to never overheat. ### Heat and cooling #### Water 1.5x One water tile beside it; +0.5x for each more, up to 3x. A connected row shares up to 12. #### Cold Snap 2-6.5x Inside a powered Cold Snap's range, level 1 to 10. Only the strongest one counts. #### Both 2.5x A level-1 Cold Snap and one water tile: the two add up. #### Nonstop fire, no cooling overheats at 400°C Level 1 472°C Level 10 705°C - **Every slug adds 220°C** to the barrel, once the charge-up ends and the slug leaves. Between shots it cools back toward 20°C, fastest when it is hottest: each second it sheds about 15% of its heat above 20°C. - **Big shots, big peaks:** because each slug adds so much heat at once, the barrel jumps well above its average right after every shot. Fired nonstop with nothing cooling it, a Railgun reaches 400°C at every level, even level 1. - **At 400°C it overheats:** it shows OVERHEATED, smokes and will not fire until it is back under 250°C, about 3 seconds on its own, 1.5 seconds in a level-1 Cold Snap's snow. A shot that comes due while it is still too hot is skipped, and the gun waits a whole reload for the next one. Uncooled and firing nonstop it keeps about 85% of its shots at level 1 and 50% at level 10. - **Water beside it:** one water tile next to the Railgun makes it shed heat 1.5x as fast, +0.5x for each more, up to 3x with water on all four sides. Connected Railguns share their water: a row counts one more water tile for each Railgun after the first, up to 12 tiles. No water? The bulldozer's Dig makes a water tile. - **A Cold Snap over it:** inside a powered Cold Snap's range a hot gun sheds heat 2x as fast at Cold Snap level 1, +0.5x for each level after (6.5x at level 10). Only the strongest Cold Snap over a gun counts. Water adds on top: a level-1 Cold Snap and one water tile give 2.5x. - **How much it needs:** to never overheat firing nonstop, a level-1 Railgun needs 1.3x cooling and a level-10 one 2.3x: water on three sides (2.5x) or a level-2 Cold Snap (2.5x). Water on one side (1.5x) is enough up to level 2; 2x (a level-1 Cold Snap, or water on two sides) up to level 7. A little less cooling still keeps most shots: the gun often cools back before its next reload. - **Faster fire means more heat:** fire-rate research, cards and neighbours all add shots, and each one adds 220°C. A level-10 Railgun with four Railguns beside it needs about 3.2x cooling to never overheat: a level-4 Cold Snap (3.5x). - **See it in the game:** the tower panel's heat gauge says up to which level it fires nonstop without overheating with the cooling it has, and shows how hot it is and what is cooling it, and while you place a Railgun its ghost shows the cooling that spot gets, before you pay. ### Research Research (main menu, Upgrades & Research) makes every Railgun you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Slug Mass +10% damage a level, +50% at level 5, on every enemy the slug pierces. #### Fast Capacitors +8% fire rate a level, +40% at level 5. More slugs means more heat: without cooling, most of the extra shots are lost to overheating. #### Longer Rails +6% range a level, +30% at level 5. The slug flies to the end of its range, so the line gets longer too. #### Railgun Deep Wound Each level: every enemy the slug passes through takes 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up. #### Railgun Poison Each level: every enemy the slug passes through is poisoned for 1% of the damage it took, every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Railgun FAQ How many enemies can one Railgun shot hit? 3 at level 1, one more every second level, up to 7 at level 10. The slug flies in a straight line to the end of its range and hits the nearest enemies on that line first. Each one after the first takes 85% of what the one before took, never less than 40% of a full hit. The line is narrow, about one enemy wide, so build it looking along a straight stretch of path. Why does my Railgun wait before it fires? It charges up for 0.6 seconds, then the slug leaves. The charge-up does not slow it down: the reload runs during the charge, so it still fires its full fire rate. If the target moves while it charges, the slug goes where the target is when the charge ends; if the target dies, it fires at the spot it was aiming at and still hits anything on that line. Why does my Railgun keep overheating? Every slug adds 220°C, and the barrel jumps far above its average right after each shot. Fired nonstop with nothing cooling it, a Railgun overheats at every level: it shows OVERHEATED, skips the shots that come due until it is back under 250°C, and keeps only about 85% of its shots at level 1 and 50% at level 10. Water on one side stops that up to level 2, a level-1 Cold Snap or water on two sides up to level 7, and water on three sides (2.5x) or a level-2 Cold Snap (2.5x) at every level. Or it may be short of power: it needs 28 power at level 1 and 78 at level 10. What is a supercharged shot? From level 5, every 4th slug is supercharged: it does 1.6x damage, including its extra armour and shield damage, and its line is 1.6x as wide, so it catches enemies a little off the line. It still pierces the same number of enemies. Is the Railgun good against armour and shields? Yes. On top of its big hit, each slug does +60 damage to an enemy's armour and +40 to its shield, on every enemy it pierces (a little less down the line, like the damage). Armour Damage and Shield Damage cards from the end of a wave add more. Can the Railgun hit flying enemies? Yes. It hits ground and air, and the slug ignores height: ground and flying enemies lined up on the same line are all hit by one shot. Is it better to upgrade my Railgun or build more? Upgrades add damage on every enemy in the line, a little range and, every second level, one more enemy pierced, from level 5 supercharged shots too. A second Railgun costs 540 gold, upgrading the first to level 2 costs 720. But each Railgun needs 28 power and a long straight view of the path, and more fire rate means more heat. Upgrade the Railguns on your best straights and keep them cool before you add more. Where is the best place for a Railgun? At the end of a long straight stretch, looking along the path so the enemies queue up in its line, up high for more damage and range, and beside water or inside a Cold Snap's snow. A path that bends away from its line wastes most of each slug. At what level will my Railgun start to overheat with the cooling it has? The tower panel works it out for you: under its heat gauge it says "Fires nonstop without overheating up to level N; from level N+1 it overheats" (or "at every level"), or, if it already overheats, how much more cooling it needs. It uses the Railgun's fire rate at each level and the cooling it has right now (Cold Snaps in range, water beside it), and it changes when you add or upgrade a Cold Snap or add water. Nonstop fire is the worst case: with gaps between enemies it stays cooler. How much power does a Railgun use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 28 at level 1, 78 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Repair Drones Page: https://blockadebrigade.com/towers/repair_drones > The Repair Drones tower in Blockade Brigade: 300 gold, drones that repair base lives after each wave. Drones per level, research and FAQ. [Utility Tower](https://blockadebrigade.com/towers/utility) ## Repair Drones After each wave, every drone repairs one life of the base 300 gold, Support, Research 50000 The Repair Drones tower never shoots. When a wave has been cleared, each of its drones takes off, flies to your base, repairs 1 life and flies home: 1 drone at level 1 and one more every level, up to 5 at level 5. It costs 300 gold, and how far it can be upgraded is set by the Drone Bays research. Drones only fly for lives the base is missing, so it never takes the base above full health. Build your own Repair Drones ### Attributes Level 1, on the ground Cost 300 gold to build Unlock 50,000 XP XP to research it (main menu, Upgrades & Research) Sell value 225 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Targets at once none: it repairs your base Power uses 3 all the time It works all the time, so it has no standby. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Repair Droness need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Level parts Base: 1 green level light, plate 01 Research 1 items, 4 levels each 2,000 / 5,000 / 12,000 / 25,000 XP a level, 44,000 XP for all. Drone Bays Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Repairs come after the wave The drones take off only once a wave has been cleared, so they cannot save a base during a wave. They make up for the lives you lost, ready for the next one. #### Research Drone Bays first Without it the tower stays at level 1, one drone. Each level of the research lets it go one level higher, up to level 5. #### Build it out of the way It needs no view of the path. Put it on a spot no gun wants; how far it is from the base only changes how long the trip takes, not what it repairs. #### Several towers add up Every drone repairs 1 life, whichever tower it comes from, and two towers never send drones for the same missing life. #### Mind the power It never waits on standby like a gun does. It draws its full power all the time: 3 at level 1, 5 at level 5. ### Build it Pick a level and how many Repair Drones towers you build, and see how many lives they repair after each wave, what they cost and the power they draw. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | #### Research Unlock: 50,000 XP; its upgrades: 44,000 XP for all. - **Drone Bays:** +1% a level, 4 levels (+4%), 2,000, 5,000, 12,000, 25,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - After each wave every drone repairs 1 missing base life; one drone per level. #### Worked examples - [`#build:l5`](https://blockadebrigade.com/towers/repair_drones#build:l5): damage 0, fire rate 1/s, DPS 0, range 1. - [`#build:l5~n3~h15`](https://blockadebrigade.com/towers/repair_drones#build:l5~n3~h15): damage 0, fire rate 1.3/s, DPS 0, range 8.5. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..5 - `r..`: research level 0..4 of a research item (drone_bays) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level It has no damage, fire rate or range that does anything: what each level adds is one landing pad and one drone. Power is what it draws all the time. | Level | Upgrade | Total spent | Repair drones | Lives each | Power | | --- | --- | --- | --- | --- | --- | | 1 | build 300 | 300 | 1 | 1 | 3 | | 2 | 450 | 750 | 2 | 1 | 4 | | 3 | 675 | 1,425 | 3 | 1 | 4 | | 4 | 1,012 | 2,437 | 4 | 1 | 5 | | 5 | 1,518 | 3,955 | 5 | 1 | 5 | **Levels 1-5**One drone per level, each repairing 1 life after a wave. Level 2 needs Drone Bays level 1, level 5 needs all 4 levels of it. **Gold**Upgrading to level 2 costs 450 gold for one more drone; a second tower costs 360. Upgrades get dearer every level (level 5 alone costs 1,518 gold), new towers a step of 60 gold each. ### Research Research (main menu, Upgrades & Research) unlocks the Repair Drones tower for 50,000 XP. Its one research item has 4 levels for 2,000, 5,000, 12,000 and 25,000 XP (44,000 XP for all 4). #### Drone Bays each level lets the tower be upgraded 1 level further, so one more drone; all 4 levels take it to level 5, 5 drones. In a challenge that turns research off it stays at level 1. #### Height and ground - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. ### Repair Drones FAQ Does the Repair Drones tower repair the base during a wave? No. Its drones take off only when a wave has been cleared: every enemy of it gone and none left to come. Each drone then flies to the base, welds for 1.6 seconds, repairs 1 life and flies home. It makes up for lives you lost; it cannot stop a wave from destroying the base. Why can't I upgrade my Repair Drones tower? Its top level is set by the Drone Bays research: level 1 without it, one level more for each level of Drone Bays, up to level 5 with all 4. In a challenge that turns research off it stays at level 1. Do several Repair Drones towers add up? Yes. Each drone repairs 1 life, whichever tower it belongs to, so three level-1 towers repair three lives after a wave. Drones only fly for lives the base is actually missing, and two towers never send drones for the same life, so the base never goes above full health. Why did my drones stay on their pads? Either the base has no lives missing (or drones already on their way cover them), the drones are still out from the last trip, or the tower has no power. A drone only takes off for a life that is missing after the wave is cleared. How much power does a Repair Drones tower use when it has nothing to shoot? Its full power, all the time: it never shoots, so it never drops to standby like a gun. That is 3 at level 1, up to 5 at level 5. If the grid cannot give it all of that, it gets none (NO POWER) and its drones stay home, so a Repair Drones tower far from the base is the first to lose its power when the grid is short. Does it matter where I build it? Not for what it repairs. Distance from the base only changes how long the trip takes. Hills, platforms, neighbours and grass change damage, fire rate and range, and it uses none of those, so build it on a spot your guns do not need. Is it better to upgrade my Repair Drones tower or build another? Both add one drone. A second tower costs 360 gold, upgrading the first to level 2 costs 450, so early on a new tower is cheaper. Upgrades get dearer each level (level 5 alone costs 1,518), and each tower draws power all the time, so weigh gold against power. Do end-of-wave cards make it repair more? No. End-of-wave stat cards are never offered for the Repair Drones tower: more drones come only from levels, and more levels only from Drone Bays research. --- # SawBlade Tower Page: https://blockadebrigade.com/towers/saw_blade > The SawBlade in Blockade Brigade: 150 gold, rolls a blade down the path that cuts every ground enemy it passes. Levels, turns, bleed, research and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## SawBlade Tower Path-following blade, hits all enemies 150 gold, Ground only, Research 18000 The SawBlade does not shoot one enemy: it throws a spinning blade onto the path, and the blade rolls along it and cuts every ground enemy it reaches, once per pass. At 150 gold it hits ground only. Each enemy after the first takes a little less, every cut leaves a bleed, and enough kills in one pass set off a burst. A blade breaks on sharp bends unless it has turns to spare: a level-1 blade has none, a level-5 blade has 4, and research adds more. Build your own SawBlade ### Attributes Level 1, on the ground Cost 150 gold to build Unlock 18,000 XP XP to research it (main menu, Upgrades & Research) Sell value 112 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground Damage 35 Fire rate 0.4/s DPS 14 damage a second, one hit on one target, before armour Range 7 3.5 tiles Targets at once every enemy within 1.2 of a blade (flyers up to 2.5 above), once a pass Power uses 10 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected SawBlades need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 6 items, levels vary 250 / 750 / 2,000 / 6,000 / 15,000 XP a level (5 items) · 100 / 250 / 500 / 1,000 / 2,000 / 4,000 / 8,000 / 15,000 / 30,000 / 50,000 XP a level (1 item), 230,850 XP for all. Blade Sharpness, Motor Speed, Launch Power, Blade Flexibility, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Long straight stretches Each sharp bend costs the blade a turn, and a blade with no turns left breaks on the next one. A level-1 blade has no turns at all, so give an early SawBlade a long straight run of path. #### Aim into the crowd The blade lands where its target walks. If the target has not reached the tower yet, it rolls back toward the spawn, into the enemies coming behind; if the target is past the tower, it rolls on toward your base. #### Near an end of the path A blade that reaches the spawn or your base with a turn left bounces back at full damage and can cut the same enemies again. Out of turns, from level 3 it still comes back once, faster, at 60% damage. #### Crowds and bleeding Each enemy after the first takes 95% of what the one before took, never less than 40% of a full cut. Every cut bleeds for 20% of the hit every 0.5 seconds for 3 seconds, and the 3th kill in one pass, and every one after it, bursts for 30% damage on enemies close by. #### Build in rows, go high Each SawBlade on the four sides of another gives it +15% damage and +10% fire rate (up to four: +60% and +40%). Each level of hill or platform gives +8% damage and +0.5 range; on bare grass it loses 5% damage, unless it stands on a platform. #### Pair it with air defence It never throws at flying enemies, so build a tower that hits air beside it. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what each SawBlade blade does to the first enemy it cuts and to the ones after, worked out the way the game does it. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 18,000 XP; its upgrades: 230,850 XP for all. - **Blade Sharpness:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Motor Speed:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Launch Power:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Blade Flexibility:** +1% a level, 10 levels (+10%), 100, 250, 500, 1,000, 2,000, 4,000, 8,000, 15,000, 30,000, 50,000 XP - **SawBlade Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **SawBlade Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Each shot throws a blade that rolls down the path and cuts every ground enemy it reaches once a pass (reach 1.2 + 0.1 a level). Each cut does 95% of the one before, never under 40%; crits x2. - A cut bleeds 20% of itself every 0.5 s for 3 s. A blade takes 0, 1, 2, 3, 4 sharp bends (levels 1 up, more with research) and from level 3 bounces back once at the end for 60%. #### Worked examples - [`#build:l5~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/saw_blade#build:l5~r.damage.5~c.damage.55555~e.damage.5x10): damage 463.12, fire rate 0.6/s, DPS 278, range 9. - [`#build:l5~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/saw_blade#build:l5~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 1477.37, fire rate 0.78/s, DPS 1,152, range 16.5. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..5 - `r..`: research level 0..10 of a research item (damage, fire_rate, range_radius, turns, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is one cut on one enemy, fire rate is blades thrown a second, and damage per second = damage x fire rate counts only the first enemy each blade cuts: a blade through a crowd does far more. Power is what it needs while it has a target (1 on standby). | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 150 | 150 | 35 | 0.4/s | 14 | 7 | 10 | | 2 | 255 | 405 | 50 | 0.45/s | 22 | 7.5 | 12 | | 3 | 433 | 838 | 65 | 0.5/s | 32 | 8 | 14 | | 4 | 736 | 1,574 | 80 | 0.55/s | 44 | 8.5 | 16 | | 5 | 1,252 | 2,826 | 95 | 0.6/s | 57 | 9 | 18 | **Levels 1-2**A level-1 blade breaks on the first sharp bend; level 2 gives it one turn. Cheap, but best on a straight stretch. **Levels 3-5**More turns, a longer reach and the last-pass ricochet at the ends of the path, so each blade stays on the path longer and cuts more enemies. ### Research Research (main menu, Upgrades & Research) makes every SawBlade you build stronger. Most items have 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Blade Sharpness +10% damage a level, +50% at level 5. Bleeds and bursts grow with it. #### Motor Speed +10% fire rate a level, +50% at level 5: more blades on the path. #### Launch Power +10% range a level, +50% at level 5: it can pick targets further away. #### Blade Flexibility +1 turn a level for every blade, +10 at level 10 (a longer research of its own): blades take more sharp bends before they break, and bounce back from more path ends. #### SawBlade Deep Wound Each level: enemies a SawBlade hits take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up. #### SawBlade Poison Each level: a hit leaves poison worth 1% of the hit's damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### SawBlade FAQ If an enemy walks along the side of the path, can a SawBlade blade miss it? No. The blade cuts every ground enemy within 1.2 of it at level 1 (0.1 more each level, 1.6 at level 5), once per pass, wherever on the path it walks. The blade rolls down the middle, so a cut on an enemy at the side can look like a miss. Enemies don't dodge blades. Why does my SawBlade's blade break before the end of the path? It ran out of turns. Each sharp bend in the path costs a blade one turn, and on a bend with none left it breaks. A level-1 blade has no turns, each level adds one (4 at level 5), and Blade Flexibility research adds more. A blade also stops after 8 seconds on the path. Which way does the blade roll? It lands on the path where its target is, on the branch that enemy walks. If the target has not reached the tower yet, the blade rolls back toward the spawn, into the enemies behind it; if the target is past the tower, it rolls toward your base. What happens when a blade reaches the end of the path? With a turn left it bounces back, spending the turn, at full damage, and can cut the same enemies again. With no turns left, a level 3 or higher SawBlade still sends it back once, faster, at 60% damage. Otherwise the blade is gone. Does a SawBlade wait for its blade to come back? No. It throws a new blade at every shot, so several blades can be on the path at once. Can the SawBlade hit flying enemies? It never throws at them: it picks ground targets only. But a blade on the path cuts a flyer passing low over it, within its reach and up to 2.5 above it. Build a tower that hits air nearby for the rest. Do SawBlade blades go through a Domeguard's bubble? No. A blade that reaches a raised bubble from outside is destroyed at its edge: the bubble flares and loses shield as from any hit, and the enemies inside are safe from it. A blade that was already inside when the bubble went up keeps going. Is the SawBlade good against armour? Yes, fairly: each cut strips 20 armour plus a share of the cut's damage, and every enemy in the blade's way gets cut. Its shield damage is small (5 a cut). How much power does a SawBlade use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 10 at level 1, 18 at level 5 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Sniper Tower Page: https://blockadebrigade.com/towers/sniper > The Sniper in Blockade Brigade: 500 gold, a long-range gun that hits ground and air but not up close. Levels, the blind spot, armour, research and FAQ. [Basic Tower](https://blockadebrigade.com/towers/basic) ## Sniper Tower Long range, high single-target damage 500 gold, Ground + Air, Research 12000 The Sniper has one of the longest reaches in the game: 26 range at level 1 and 35 at level 10, with one of the biggest single hits in the game. It hits ground and air, one target at a time, and each round does extra damage to armour and shields. The catch is up close: it cannot shoot anything within 4 of itself, and it fires slowly (0.3 shots a second at level 1). Build it back from the path, up high, and let shorter-range guns cover its feet. Build your own Sniper ### Attributes Level 1, on the ground Cost 500 gold to build Unlock 12,000 XP XP to research it (main menu, Upgrades & Research) Sell value 375 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 150 Fire rate 0.3/s DPS 45 damage a second, one hit on one target, before armour Range 26 13 tiles Targets at once 1 target Power uses 8 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Snipers need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Damage, Fire Rate, Range, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Stand back from the path Anything within 4 of the Sniper is safe from it. Put it a few tiles away, where the path runs through its long range but outside that blind spot. The red circle in its range display shows the blind spot. #### Go high Each level of hill or platform gives +8% damage and +0.5 range. The blind spot is measured in a straight line from the tower, so the higher it stands, the less of the path below it is hidden. On bare grass it loses 5% damage, unless it stands on a platform. #### Pick its targets A slow, heavy shot is wasted on something that would die anyway. Set its target priority to Most Health, Most Armor or Most Shield in the tower panel, so it saves its rounds for the big ones. #### Build in rows Each Sniper on the four sides of another gives it +15% damage and +10% fire rate (up to four: +60% and +40%). Connected Snipers also need 25% less power each. #### Give it company A Cold Snap slows enemies so they spend longer in its range, and a Cannon or two nearby deals with whatever gets inside its blind spot. ### Build it Pick a level, research, end-of-wave cards and where it stands, and see what your Sniper ends up doing, worked out the way the game does it. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 12,000 XP; its upgrades: 120,000 XP for all. - **Sniper Damage:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Sniper Fire Rate:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Sniper Range:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Sniper Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Sniper Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - It cannot shoot anything within 4 of itself (straight-line distance, so less of the path below is hidden on high ground). Level, research and cards do not change it. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/sniper#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 2486.25, fire rate 1.2/s, DPS 2,984, range 35. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/sniper#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 7931.14, fire rate 1.56/s, DPS 12,373, range 42.5. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage per second = damage x fire rate. Power is what it needs while it has a target (1 on standby). Its extra damage to armour (25) and to shields (30) and its blind spot (4) stay the same at every level. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 500 | 500 | 150 | 0.3/s | 45 | 26 | 8 | | 2 | 800 | 1,300 | 190 | 0.4/s | 76 | 27 | 10 | | 3 | 1,280 | 2,580 | 230 | 0.5/s | 115 | 28 | 11 | | 4 | 2,048 | 4,628 | 270 | 0.6/s | 162 | 29 | 13 | | 5 | 3,276 | 7,904 | 310 | 0.7/s | 217 | 30 | 14 | | 6 | 5,242 | 13,146 | 350 | 0.8/s | 280 | 31 | 16 | | 7 | 8,388 | 21,534 | 390 | 0.9/s | 351 | 32 | 18 | | 8 | 13,421 | 34,955 | 430 | 1/s | 430 | 33 | 19 | | 9 | 21,474 | 56,429 | 470 | 1.1/s | 517 | 34 | 21 | | 10 | 34,359 | 90,788 | 510 | 1.2/s | 612 | 35 | 22 | **Levels 1-10**Every upgrade adds 40 damage, 0.1 shots a second and 1 range. Fire rate grows the most: from 0.3 to 1.2 shots a second, so a level-10 Sniper does about 14 times the damage per second of level 1. **Levels 2-10**Level 2 adds 4 damage per second for every 100 gold; after that each upgrade costs more for the same gain, so put the upgrades on Snipers up high and in rows, where every bonus multiplies the bigger numbers. ### Research Research (main menu, Upgrades & Research) unlocks the Sniper for 12,000 XP and then makes every Sniper you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Sniper Damage +10% damage a level, +50% at level 5. #### Sniper Fire Rate +6% fire rate a level, +30% at level 5. #### Sniper Range +6% range a level, +30% at level 5. The blind spot does not grow with it. #### Sniper Deep Wound Each level: enemies a Sniper hits take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up. #### Sniper Poison Each level: a hit leaves poison worth 1% of the hit's damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour, and a Sniper's hits are big. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Sniper FAQ Why won't my Sniper shoot the enemy right next to it? That is its blind spot: it cannot target anything within 4 of itself. Upgrades, research and cards do not change it. It is measured in a straight line from the tower, so on high ground less of the path below is hidden. Build it a few tiles back from the path and let a shorter-range gun cover its feet. Can the Sniper hit flying enemies? Yes. It hits ground and air, one target at a time, and its range reaches high flyers well. Is the Sniper good against armour and shields? Yes. While an enemy still has armour, each round does 25 extra damage to it; while it has a shield, 30 extra to the shield. Those bonuses stay the same at every level. The Armor Damage and Shield Damage end-of-wave cards add a share of the hit on top, and a Sniper's hit is big, so they are worth more on it than on most towers. Sniper Poison research goes straight to health. Why do some of my Sniper's shots miss? The round follows its target, but if the target dies before it lands (another tower finished it, or it reached your base) the round flies on and is lost. Set the Sniper to Most Health or Most Armor so it aims at enemies that will still be there. Does the Sniper do splash damage or critical hits? Neither. Each round hits one enemy for the full damage, and there are no critical hits: what you see in its damage is what it does. Is it better to upgrade my Sniper or build more? A second Sniper beside the first costs 600 gold and, with the neighbour bonus on both, adds about 69 damage per second; upgrading the first to level 2 costs 800 gold and adds 31. Upgrades get dearer fast (level 10 alone costs 34,359). But each Sniper needs power (8 at level 1, 22 at level 10) and a high spot near the path, so once your best spots are full, upgrade the Snipers on them. Does the Sniper overheat? No. It has no barrel heat, so it never stops to cool down. It stops only when it is short of power, or when nothing is in range outside its blind spot. Where is the best place for a Sniper? On high ground a few tiles back from the path, where a long stretch of path is inside its range but outside its 4 blind spot. Avoid bare grass (5% less damage) unless it stands on a platform. Before you pay, the placement ghost shows what the spot gives. How much power does a Sniper use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 8 at level 1, 22 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Support Station Page: https://blockadebrigade.com/towers/support_station > The Support Station in Blockade Brigade: 600 gold, boosts the damage, reload and range of towers in reach by up to +100%. Levels, research, FAQ. [Utility Tower](https://blockadebrigade.com/towers/utility) ## Support Station Boosts the range, reload speed or damage of every tower in range 600 gold, Support, Research 60000 The Support Station never shoots. It boosts every other tower in its reach in three ways: damage, reload speed and range. Each boost goes up in steps of +25%, to +100% after 4 steps, and every upgrade adds one step to the boost you choose. A new station has one step; at level 12 all three are at +100%. It costs 600 gold and reaches 4.2 across from its centre. Boosts from two stations do not add up: a tower takes the strongest of each kind. Build your own Support Station ### Attributes Level 1, on the ground Cost 600 gold to build Unlock 60,000 XP XP to research it (main menu, Upgrades & Research) Sell value 450 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Reach 4.2 2.1 tiles Targets at once every tower in its reach Power uses 12 all the time It works all the time, so it has no standby. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Support Stations need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Level parts Base: 1 green level light, plate 01 Research 2 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 48,000 XP for all. Wider Signal, Stronger Amplifiers Cards Damage, Fire Rate, Range End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Put it in the middle of your best guns It boosts every tower whose centre is within 4.2 of its own, so stand it where that circle covers as many expensive towers as you can. Select it and the towers it boosts are tinted green. #### Pick the boost for the guns it covers Damage suits any gun, reload speed suits slow, hard-hitting guns, and range lets short-range towers cover more path. Choose the boost in its panel before you upgrade; each upgrade adds +25% to it. #### Split the jobs between stations Two stations' boosts of the same kind do not add up, but different kinds do. A tower covered by one station on damage and another on reload gets both. #### Go high Each level of hill or platform makes all its boosts 8% stronger and adds +0.5 to its reach. Grass does not weaken it. #### Watch the heat A faster reload means more shots, and every shot still heats a barrel. Give boosted guns that heat up some water or a Cold Snap. #### Keep it powered It needs its full power all the time, not just when enemies come: 12 at level 1, 38 at level 12. Short of power, it boosts nothing. ### Build it Pick how many steps go into each boost, research, end-of-wave cards and how high it stands, and see how strong its boosts are, how far it reaches, and what it does to a tower you choose. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | #### Research Unlock: 60,000 XP; its upgrades: 48,000 XP for all. - **Wider Signal:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Stronger Amplifiers:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Each level is one boost point on damage, reload or range (up to 4 a boost), each point +25% for every tower in its reach (more with height and research); stations do not stack, the strongest of each boost counts. #### Worked examples - [`#build:l12~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/support_station#build:l12~c.damage.55555~e.damage.5x10): damage 0, fire rate 1/s, DPS 0, range 4.2. - [`#build:l12~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/support_station#build:l12~c.damage.55555~e.damage.5x10~n3~h15): damage 0, fire rate 1.3/s, DPS 0, range 11.7. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..12 - `r..`: research level 0..5 of a research item (range_radius, power) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards or height. Each upgrade adds one step to the boost you choose; this table shows the order you get if you never change the choice: damage first, then reload, then range. Upgrades do not widen its reach. Power is what it needs, all the time. | Level | Upgrade | Total spent | Reach | Damage boost | Reload boost | Range boost | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 600 | 600 | 4.2 | 25% | 0% | 0% | 12 | | 2 | 780 | 1,380 | 4.2 | 50% | 0% | 0% | 14 | | 3 | 1,014 | 2,394 | 4.2 | 75% | 0% | 0% | 17 | | 4 | 1,318 | 3,712 | 4.2 | 100% | 0% | 0% | 19 | | 5 | 1,713 | 5,425 | 4.2 | 100% | 25% | 0% | 22 | | 6 | 2,227 | 7,652 | 4.2 | 100% | 50% | 0% | 24 | | 7 | 2,896 | 10,548 | 4.2 | 100% | 75% | 0% | 26 | | 8 | 3,764 | 14,312 | 4.2 | 100% | 100% | 0% | 29 | | 9 | 4,894 | 19,206 | 4.2 | 100% | 100% | 25% | 31 | | 10 | 6,362 | 25,568 | 4.2 | 100% | 100% | 50% | 34 | | 11 | 8,271 | 33,839 | 4.2 | 100% | 100% | 75% | 36 | | 12 | 10,752 | 44,591 | 4.2 | 100% | 100% | 100% | 38 | **Any order you like**The boost you choose before each upgrade gets the step. Once a boost is at +100%, further steps go to the next boost with room. At level 1 you can still move its first step; after that, steps stay where they are. **Gold**The first steps are cheap and the last are dear: level 2 costs 780 gold, level 12 alone 10,752. Fill the boost your guns need most first. ### Research Research (main menu, Upgrades & Research) makes every Support Station you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Wider Signal +10% reach a level, +50% at level 5, so it covers more towers. #### Stronger Amplifiers Every boost is 6% stronger a level, 30% stronger at level 5: all three boosts, on top of height. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. ### Support Station FAQ Does the Support Station attack enemies? No. It never shoots and does no damage. Its job is to make the towers around it stronger: damage, reload speed and range, up to +100% each. Do two Support Stations stack? Not for the same boost: a tower takes the strongest damage boost from any one station, the strongest reload boost and the strongest range boost. Different kinds do combine, so one station on damage and another on reload over the same guns gives them both. A station never boosts another station. How do I choose which boost it improves? Select it and pick damage, reload or range in its panel, then upgrade: the step goes to the boost you picked, +25% each, up to +100% after 4 steps. When that boost is full, the next step goes to the next boost with room. While it is still level 1 you can move its first step; after that, steps stay put. At level 12 all three are full. How much range does the range boost add? A share of the boosted tower's own range for its level: +100% doubles that base range. Extra range from height, research and cards is not boosted. The tower's range ring grows at once. Does height help the Support Station? Yes, twice. Each level of hill or platform makes all its boosts 8% stronger and adds +0.5 to its reach. Bare grass does not weaken it. Does it boost the Miner and the Power Plant? Yes. Its damage boost raises a Miner's income and a Power Plant's output, like any tower in its reach. Which end-of-wave cards help it? Damage cards for the Support Station make its damage boost stronger and fire rate cards its reload boost; range cards widen its own reach. Cards for the boosted towers still count too: the station's boost multiplies everything else they have. Why is my tower not boosted? Its centre must be within the station's reach, it cannot be another Support Station, and the station needs its full power: low power or no power and it boosts nothing. Select the station to see the towers it boosts tinted green; a tower's own panel shows what it is getting. A new or moved tower picks up the boost within 0.5 seconds. --- # Tesla Tower Page: https://blockadebrigade.com/towers/tesla > The Tesla in Blockade Brigade: 600 gold, up to 5 bolts a shot plus chain jumps. Every level, heat and cooling, research and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Tesla Tower Chain lightning hits multiple enemies. Strong vs shields. 600 gold, Ground + Air, Research 25000 The Tesla throws lightning. Every shot strikes one enemy at level 1 and up to 5 at level 10, each bolt at full damage, then the lightning jumps on from the first enemy hit to the next one nearby, 1 jump at level 1 and up to 5 at level 10, each jump doing 50% of the one before. Bolts hit instantly, ground and air, and when there are fewer enemies than bolts the spare bolts all land on the last one, so a lone big enemy takes every bolt. Like the Cannon, it heats up: every shot adds heat, and from level 2 a Tesla firing nonstop overheats unless water or a Cold Snap cools it. Build your own Tesla ### Attributes Level 1, on the ground Cost 600 gold to build Unlock 25,000 XP XP to research it (main menu, Upgrades & Research) Sell value 450 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground & Air Damage 15 Fire rate 1/s DPS 15 damage a second, one hit on one target, before armour Range 5 2.5 tiles Targets at once 1 bolt Power uses 22 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Heat +55 °C a shot Overheats at 400 °C, fires again at 250 °C. Nonstop fire at this level peaks at 378 °C: stays cool Cooling Water beside it 1.5x, +0.5x each more (up to 3x) A connected row shares up to 12 water tiles. A Cold Snap over it: 2x to 6.5x. A cooling pump appears on its base by water. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Teslas need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare). Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 5 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Voltage, Capacitor, Arc Distance, Deep Wound, Poison Cards Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield Damage End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Where enemies bunch up The chain jumps only to an enemy close to the last one hit and inside the Tesla's range. Corners, crossings and a Cold Snap's snow keep enemies packed, so every jump finds a target. #### Against big enemies Each shot throws as many bolts as its level allows, and with only one enemy in range every bolt hits it. A level-10 Tesla lands 5 full-damage bolts a shot on a lone enemy. #### Against shields Each bolt hits a shield for 15 extra damage (5 extra against armour). That bonus does not grow with the level, so it counts most on young Teslas; Shield Damage cards add more. #### Build in rows and go high Each Tesla on the four sides of another gives it +15% damage and +10% fire rate (up to +60% and +40%), and connected Teslas need 25% less power each. Each level of hill or platform adds +8% damage and +0.5 range; on bare grass it loses 5% damage. #### Keep it cool From level 2 a Tesla that fires nonstop overheats on its own. Water beside it or a Cold Snap over it fixes that (below). ### Build it Pick a level, research, end-of-wave cards, where it stands and what cools it, and see what your Tesla ends up doing: each bolt, the whole shot with its chain, and its heat, worked out the way the game does it. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. - **Cooling:** 1 + (Cold Snap - 1) + water. Cold Snap: 2x at level 1, +0.5x a level (only the strongest powered one counts). Water: +0.5 for the first tile, +0.5 each more. A tower counts its own water (up to 4 sides); in a connected chain it counts the chain's water, up to 4 + 1 per extra tower in the chain, never over 12. - **Heat:** Each shot adds 55 C; between shots the heat above 20 C drains by exp(-seconds x cooling / 6). Nonstop fire levels off with its hottest point, just after each shot, at 20 + 55 / (1 - exp(-cooling / (fire rate x 6))) and its average at 20 + fire rate x 55 x 6 / cooling. A shot that takes it to 400 C overheats it: it stops firing until it has cooled to 250 C. Cooling needed to never overheat = -fire rate x 6 x ln(1 - 55 / (400 - 20)). #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Deep Wound | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Poison | 1% | 1% | 2% | 2% | 3% | 3% | 1% | | Armor Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | | Shield Damage | 2% | 4% | 6% | 8% | 10% | 12% | 2% | #### Research Unlock: 25,000 XP; its upgrades: 120,000 XP for all. - **Tesla Voltage:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Tesla Capacitor:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Tesla Arc Distance:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Tesla Deep Wound:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP - **Tesla Poison:** +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - Each shot fires bolts at full damage (1, 1, 2, 2, 3, 3, 4, 4, 5, 5 for levels 1 up); with fewer enemies the spare bolts hit the last one again. Then the lightning jumps on from the first enemy (1, 1, 1, 2, 2, 3, 3, 4, 4, 5 jumps), each jump 50% of the one before. - DPS on one enemy = damage x bolts x fire rate. On a crowd = damage x (bolts + the jumps' shares) x fire rate. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/tesla#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 862.88, fire rate 2.35/s, DPS 2,028, range 9.5, cooling 1x, needs 2.2x to never overheat (overheats). - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3`](https://blockadebrigade.com/towers/tesla#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3): damage 2752.57, fire rate 3.055/s, DPS 8,409, range 17, cooling 8x, needs 2.87x to never overheat (stays cool). #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range, deep_wound, poison) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, height or neighbours. Damage is one bolt, and damage per second here is one bolt's (damage x fire rate): a shot throws as many bolts as its level allows, plus the chain. Power is what it needs while it has a target (1 on standby). The last two columns are for nonstop fire. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | Nonstop fire peaks at | Cooling it needs | | --- | --- | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 600 | 600 | 15 | 1/s | 15 | 5 | 22 | 378°C | none | | 2 | 900 | 1,500 | 33 | 1.15/s | 38 | 5.5 | 26 | 428°C | 1.1x | | 3 | 1,350 | 2,850 | 51 | 1.3/s | 66 | 6 | 31 | 477°C | 1.3x | | 4 | 2,025 | 4,875 | 69 | 1.45/s | 100 | 6.5 | 35 | 527°C | 1.4x | | 5 | 3,037 | 7,912 | 87 | 1.6/s | 139 | 7 | 40 | 576°C | 1.6x | | 6 | 4,556 | 12,468 | 105 | 1.75/s | 184 | 7.5 | 44 | 625°C | 1.7x | | 7 | 6,834 | 19,302 | 123 | 1.9/s | 234 | 8 | 48 | 675°C | 1.8x | | 8 | 10,251 | 29,553 | 141 | 2.05/s | 289 | 8.5 | 53 | 724°C | 2x | | 9 | 15,377 | 44,930 | 159 | 2.2/s | 350 | 9 | 57 | 774°C | 2.1x | | 10 | 23,066 | 67,996 | 177 | 2.35/s | 416 | 9.5 | 62 | 823°C | 2.3x | **Levels 1-2**One bolt a shot and 1 jump. Level 1 stays cool firing nonstop; from level 2 it needs a little help, and one water tile (1.5x) is enough up to level 4. **Levels 3-10**Every odd level adds a bolt (up to 5) and every even level a jump (up to 5), on top of more damage, fire rate and range. Against a crowd or a lone big enemy, a high-level Tesla hits far harder than the one-bolt column shows. ### Heat and cooling #### Water 1.5x One water tile beside it; +0.5x for each more, up to 3x. A connected row shares up to 12. #### Cold Snap 2-6.5x Inside a powered Cold Snap's range, level 1 to 10. Only the strongest one counts. #### Both 2.5x A level-1 Cold Snap and one water tile: the two add up. #### Nonstop fire, no cooling overheats at 400°C Level 1 378°C Level 10 823°C - **Every shot adds 55°C**, however many bolts and jumps it throws. Between shots the coil cools back toward 20°C, fastest when it is hottest: each second it sheds about 15% of its heat above 20°C. - **Fired nonstop, it climbs to a peak** just after each shot, where the heat it adds matches the heat it sheds. A level-1 Tesla peaks at about 380°C; at level 2 (1.15 shots a second) it reaches about 430°C, past the limit. - **At 400°C it overheats:** it shows OVERHEATED, smokes and stops firing until it is back under 250°C. That takes about 3 seconds on its own, 1.5 seconds in a level-1 Cold Snap's snow. - **Water beside it:** one water tile next to the Tesla makes it shed heat 1.5x as fast, +0.5x for each more, up to 3x with water on all four sides. Connected Teslas share their water: a row counts one more water tile for each Tesla after the first, up to 12 tiles. - **A Cold Snap over it:** inside a powered Cold Snap's range it sheds heat 2x as fast at Cold Snap level 1, +0.5x for each level after (6.5x at level 10). Only the strongest Cold Snap over it counts, and its snow also keeps enemies bunched for the chain. - **Faster fire means more heat:** fire-rate research, cards and neighbours all add shots. A level-10 Tesla firing nonstop needs 2.3x cooling, and with four Teslas beside it 3.1x: a level-4 Cold Snap (3.5x). - **See it in the game:** the tower panel's heat gauge says up to which level it fires nonstop without overheating with the cooling it has, and shows how hot it is and what is cooling it, and while you place a Tesla its ghost shows the cooling that spot gets. A Tesla with nothing to shoot cools by itself. ### Research Research (main menu, Upgrades & Research) makes every Tesla you build stronger. The Tesla itself costs 25,000 XP to research first. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Tesla Voltage +10% damage a level, +50% at level 5, for every bolt and every jump. #### Tesla Capacitor +6% fire rate a level, +30% at level 5. More shots means more heat, too. #### Tesla Arc Distance +6% range a level, +30% at level 5, and the lightning jumps that much further between enemies too. #### Tesla Deep Wound Each level: enemies a Tesla hits, by bolt or by jump, take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up. #### Tesla Poison Each level: every bolt and every jump leaves poison worth 1% of its damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour. #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - Hills: up to 15 levels on every map; above 5 is rare. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 24 levels, **+192% damage, +12 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). ### Tesla FAQ How many enemies does the Tesla hit? Each shot throws one bolt at level 1, one more at every odd level, up to 5 at level 10, each at full damage on its own enemy. Then the lightning jumps on from the first enemy hit: 1 jump at level 1, one more at every even level, up to 5. Each jump does 50% of the one before and goes to the nearest enemy close enough that it has not yet hit in that chain, inside the Tesla's range. What happens when only one enemy is in range? Every bolt hits it. A level-10 Tesla lands 5 full-damage bolts on it each shot, about 2,080 damage a second before armour and shields. The jumps need a second enemy close by. Is the Tesla good against shields and armour? Each bolt hits a shield for 15 more damage and armour for 5 more; jumps carry their share. The bonus is the same at every level, so it matters most on a young Tesla. Shield Damage and Armor Damage cards raise it. Why did my Tesla stop firing? Most often it overheated: it shows OVERHEATED and smokes, and fires again once it has cooled to 250°C (about 3 seconds). Or it is short of power: LOW POWER means it can track but not fire, NO POWER means it does nothing. It needs 22 power at level 1 and 62 at level 10. How do I stop my Tesla overheating? Water beside it, a Cold Snap over it, or both. Firing nonstop, a level-10 Tesla needs 2.3x cooling: water on three sides (2.5x) or a level-2 Cold Snap (2.5x). Only the strongest Cold Snap over it counts: two don't add up, but water adds on top of one. With gaps between enemies it runs cooler. Can the Tesla hit flying enemies? Yes. It hits ground and air, and a jump can go from a ground enemy to a flying one and back. At what level will my Tesla start to overheat with the cooling it has? The tower panel works it out for you: under its heat gauge it says "Fires nonstop without overheating up to level N; from level N+1 it overheats" (or "at every level"), or, if it already overheats, how much more cooling it needs. It uses the Tesla's fire rate at each level and the cooling it has right now (Cold Snaps in range, water beside it), and it changes when you add or upgrade a Cold Snap or add water. Nonstop fire is the worst case: with gaps between enemies it stays cooler. How much power does a Tesla use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 22 at level 1, 62 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Water Pump Page: https://blockadebrigade.com/towers/water_pump > The Water Pump in Blockade Brigade: 500 gold, stands on water and puts Infernos out in one hit. Hoses, water bonus, levels and FAQ. [Advanced Tower](https://blockadebrigade.com/towers/advanced) ## Water Pump Inferno-killer pump, water tile only, huge water bonuses 500 gold, Ground only, Research 20000 The Water Pump stands on a water tile and sprays Infernos, and only Infernos: water puts an Inferno out in one hit, whatever its health, armour or shield. It has 1 hose at level 1 and up to 4 at the top levels, each aimed at a different Inferno. Every water tile around it, corners too, makes it spray faster and reach further. It costs 500 gold; on a dry tile the ground is dug to water first, at the bulldozer's prices. Every other enemy walks past it untouched. Build your own Water Pump ### Attributes Level 1, on the ground Cost 500 gold to build Unlock 20,000 XP XP to research it (main menu, Upgrades & Research) Sell value 375 gold 75% of the gold spent on it; all of it back within 15 seconds of placing Can hit Ground Damage 150 Fire rate 0.6/s DPS 90 damage a second, one hit on one target, before armour Range 7 3.5 tiles Targets at once 1 Inferno Power uses 6 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power. Neighbours +15% damage, +10% fire rate each Same-type towers on its four sides, up to four (+60% / +40%). Connected Water Pumps need 25% less power. Platforms +8% damage, +0.5 range a level of height Small +1, Medium +2, Large +3, up to 3 stacked. Ground Grass: −5% damage No penalty on rock, or on a platform (it stands on steel, even over grass) Level parts Base: 1 green level light, plate 01 Research 3 items, 5 levels each 250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 72,000 XP for all. Water Pressure, Pump Speed, Hose Reach Cards Damage, Fire Rate, Range End-of-wave cards: up to 5 of each a game, then Endless cards Base numbers: no research, cards or neighbours. (+n) is the change from the level before. ### How to use it #### Infernos only It never sprays any other enemy, so it is a specialist. Build it where Infernos walk, and keep your other towers for everything else. #### Surround it with water Each of the eight tiles around it that is water, corners included, gives +10% fire rate and +0.25 range, up to +80% and +2 with water all round. Dig the water before you build: the pump counts its water when it is placed. #### Reach and speed, not damage One hit is always enough, so what matters is how far it reaches and how often it sprays. Range and fire rate research and cards help; damage does not. #### Upgrade for hoses 1 at levels 1-2, 2 at levels 3-4, 3 at level 5 and 4 from level 6. Each hose sprays a different Inferno, so a pack of them goes out in one volley. #### Kill them first Slow and freeze do nothing to an Inferno, and its heat clears the slow off enemies near it and melts a Cold Snap's snow. Put the Water Pump before your slows, so the Infernos are gone by the time the pack reaches them. #### Pumps side by side Each Water Pump on the four sides of another gives it +10% fire rate (up to +40%). ### Build it Pick a level, research, end-of-wave cards and how much water is around it, and see what your Water Pump ends up doing: how far it reaches, how often it sprays and how many Infernos it can put out each second. Share the build with a link. How the configurer works it out (formula, card values, share-link format) #### How the game adds it up - **Damage:** level base x (1 + neighbours x 0.15) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %) - **Fire rate:** level base x (1 + neighbours x 0.1) x (1 + research %) x (1 + cards % + Endless %) - **Range:** level base + height x 0.5 + level base x (research % + cards % + Endless %) - **Dps:** damage x fire rate, one hit on one target, before splash, afflictions and armour - **Rule:** Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added. #### End-of-wave cards Each wave offers 3 cards. Up to 5 cards of each stat a game, then that stat comes only as grey Endless cards (a random amount in the range shown). Percent per card: | Card | Normal | Common | Rare | Epic | Legendary | Mythical | Endless | | --- | --- | --- | --- | --- | --- | --- | --- | | Damage | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Fire Rate | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | | Range | 2% | 5% | 10% | 15% | 25% | 35% | 1-5% | #### Research Unlock: 20,000 XP; its upgrades: 72,000 XP for all. - **Water Pressure:** +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP - **Pump Speed:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP - **Hose Reach:** +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP #### Where it stands - Each same-type neighbour on its four sides: +15% damage, +10% fire rate (up to 4). - Each level of height (hill + platforms): +8% damage, +0.5 range. - Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units. #### This tower's own rule - It sprays only Infernos, and one hit puts one out, whatever its health: hoses 1, 1, 2, 2, 3, 4, 4, 4, 4, 4 (levels 1 up). Each water tile round it (8, corners too) adds 10% fire rate and 0.25 range. #### Worked examples - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10`](https://blockadebrigade.com/towers/water_pump#build:l10~r.damage.5~c.damage.55555~e.damage.5x10): damage 2486.25, fire rate 1.32/s, DPS 3,282, range 11.5. - [`#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15`](https://blockadebrigade.com/towers/water_pump#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15): damage 7931.14, fire rate 1.716/s, DPS 13,610, range 19. #### Share-link format A build is the page address + `#build:` + parts joined by `~`, in any order; parts left out are 0 / none. Opening the link loads the build and scrolls here. Links shared from the page also carry `?utm_source=...&utm_medium=...&utm_campaign=tower_build&utm_content=...` before the hash; they are optional. - `l`: tower level 1..10 - `r..`: research level 0..5 of a research item (damage, fire_rate, range_radius) - `c..`: end-of-wave cards of one stat, one digit per card = its rarity (0 Normal, 1 Common, 2 Rare, 3 Epic, 4 Legendary, 5 Mythical); at most 5 a stat - `e..x`: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards) - `n`: same-type neighbours touching it, 0..4 - `h`: height: hill + platform levels, 0..15 - `g`: standing on bare grass (no platform) - `s`: level of the Cold Snap over it, 0 = none (1..10) - `sp0`: that Cold Snap has no power (it cools nothing) - `w`: water tiles beside it, 0..4 (sides not taken by neighbours) - `k`: towers in its connected chain, itself included (at least neighbours + 1) - `kw`: water tiles beside the whole chain ### Every level Base numbers: no research, cards, water or neighbours. Damage is a whole volley, shared by the hoses, but water puts an Inferno out in one hit whatever the damage, so the columns that count are hoses, fire rate and range. Power is what it needs while it has a target. | Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | | --- | --- | --- | --- | --- | --- | --- | --- | | 1 | build 500 | 500 | 150 | 0.6/s | 90 | 7 | 6 | | 2 | 800 | 1,300 | 190 | 0.68/s | 129 | 7.5 | 7 | | 3 | 1,280 | 2,580 | 230 | 0.76/s | 175 | 8 | 8 | | 4 | 2,048 | 4,628 | 270 | 0.84/s | 227 | 8.5 | 10 | | 5 | 3,276 | 7,904 | 310 | 0.92/s | 285 | 9 | 11 | | 6 | 5,242 | 13,146 | 350 | 1/s | 350 | 9.5 | 12 | | 7 | 8,388 | 21,534 | 390 | 1.08/s | 421 | 10 | 13 | | 8 | 13,421 | 34,955 | 430 | 1.16/s | 499 | 10.5 | 14 | | 9 | 21,474 | 56,429 | 470 | 1.24/s | 583 | 11 | 16 | | 10 | 34,359 | 90,788 | 510 | 1.32/s | 673 | 11.5 | 17 | **Hoses**1 at levels 1-2, 2 at levels 3-4, 3 at level 5 and 4 from level 6. Each new hose lets one volley put out one more Inferno. **Gold**Once it has all 4 hoses, upgrades add only fire rate and range, and they get dear (level 10 alone costs 34,359 gold). Water around it is the cheaper way to more of both. ### Research Research (main menu, Upgrades & Research) makes every Water Pump you build stronger. Each item has 5 levels for 250, 750, 2,000, 6,000 and 15,000 XP (24,000 XP for all 5). #### Water Pressure +10% damage a level, +50% at level 5. Water puts an Inferno out in one hit whatever the damage, so this changes nothing in a fight: research range and fire rate first. #### Pump Speed +6% spray rate a level, +30% at level 5: more volleys, more Infernos put out. #### Hose Reach +6% range a level, +30% at level 5, counted on the level's own range (water around it adds on top). #### Height and ground - Each level of height: **+8% damage** and **+0.5 range**. - No hills: it stands on water. - Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking. - Highest it can stand: 9 levels, **+72% damage, +4.5 range**. - On grass: **−5% damage**; no penalty on rock, or on a platform (it stands on steel, even over grass). - Each water tile beside it: +25% damage, +10% fire rate, +0.25 range. ### Water Pump FAQ Why is my Water Pump not spraying? It only sprays Infernos. With no Inferno in range it does nothing, even with other enemies walking right past. It can also be short of power: LOW POWER means it can track but not fire, NO POWER means it does nothing. It needs 6 power at level 1 and 17 at level 10. How much damage does it do to an Inferno? Enough, always: a stream of water that lands puts an Inferno out in one hit, whatever its health, armour or shield. The damage number on the tower panel does not matter. A stream only misses if its Inferno is already gone when it gets there. Does the Water Pump have to stand on water? Yes. Placed on a dry tile, that tile is dug to water first and you pay for the work on top of the tower: Dig (250 gold), plus clearing a tree or rock, digging a hill down or levelling a ramp if the tile needs it. The ghost shows the price plus the dig before you build. That work is never refunded. How does the water around it help? Each of the eight tiles around it that is water, corners included, gives +10% fire rate and +0.25 range: up to +80% and +2 with water all round. While you place it, the ghost shows how many water tiles that spot has. The pump counts its water when it is placed, so dig the water around it first, then build. How many Infernos can it put out at once? One per hose: 1 at levels 1-2, 2 at levels 3-4, 3 at level 5 and 4 from level 6. Each hose aims at a different Inferno in range. With fewer Infernos than hoses, the spare hoses spray the same ones and are wasted. Can a Cold Snap hold Infernos in range for it? No. Slow and freeze do nothing to an Inferno, and its heat clears the slow off enemies near it and melts the Cold Snap's snow. Turn it the other way round: let the Water Pump put the Infernos out first, so your slows work on the rest of the pack. Is it worth upgrading my Water Pump? Up to the levels that add hoses, yes: 1 at levels 1-2, 2 at levels 3-4, 3 at level 5 and 4 from level 6. After that, upgrades only add fire rate and range, and water around it gives you both for less. Damage never matters, so skip damage research and cards. How much power does a Water Pump use when it has nothing to shoot? Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 6 at level 1, 17 at level 10 (the tower panel says "uses N when firing, 1 on standby"). If the grid cannot give it that, it stays on standby too: it keeps tracking enemies but cannot fire (LOW POWER). The panel's Switch off button turns it off completely: it draws nothing and does nothing until you Switch on again, so you can choose which towers run when power is short. --- # Alien Page: https://blockadebrigade.com/enemies/alien > Alien, a ground enemy in Blockade Brigade, first comes in wave 12. 85 health, 5 armour, speed 2 and 10 gold bounty. Full stats and a spinning model. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Alien Armoured Wave 12, Ground A grey alien in an armoured suit, marching the path with its ray gun raised. ### Stats | First wave | 12 | | --- | --- | | Moves | Ground | | Health | 85 | | Armour | 5 | | Speed | 2 tiles a second | | Gold when killed | 10 | | Lives lost if it gets through | 1 | --- # Blimp Boss Page: https://blockadebrigade.com/enemies/blimp_boss > Blimp Boss, a boss in Blockade Brigade, first comes in wave 20. 3,000 health, speed 2 and 500 gold bounty. Costs 10 lives if it gets through. Full stats. [Boss](https://blockadebrigade.com/enemies/bosses) ## Blimp Boss Boss, flyer Wave 20, Flying, 10 lives A massive Level 20 aerial fortress. Floats around the battlefield dropping squads of paratroopers. Must be destroyed before the dropped enemies can be stopped. ### Stats | First wave | 20 | | --- | --- | | Moves | Flying | | Health | 3000 | | Speed | 2 tiles a second | | Gold when killed | 500 | | Lives lost if it gets through | 10 | --- # Blob Page: https://blockadebrigade.com/enemies/blob > Blob, a ground enemy in Blockade Brigade, dropped by the UFO from wave 9. 1 health, speed 0 and 0 gold bounty. Traits: does not walk. Full stats. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Blob Does not walk Wave 9, Ground, Dropped by the UFO An alien blob dropped from a UFO. Falls to the nearest path and hatches into an alien. ### Stats | First wave | 9 | | --- | --- | | Comes from | Dropped by the [UFO](https://blockadebrigade.com/enemies/ufo) | | Moves | Ground | | Health | 1 | | Speed | 0 tiles a second | | Gold when killed | 0 | | Lives lost if it gets through | None | --- # Bug Page: https://blockadebrigade.com/enemies/bug > Bug, a flying enemy in Blockade Brigade, first comes in wave 5. 60 health, speed 3.2 and 12 gold bounty. Traits: fast, flyer. Full stats and a spinning model. [Flying Enemy](https://blockadebrigade.com/enemies/flying) ## Bug Fast, flyer Wave 5, Flying A small flying insect that grows stronger in later waves. Fast and agile with iridescent wings. ### Stats | First wave | 5 | | --- | --- | | Moves | Flying | | Health | 60 | | Speed | 3.2 tiles a second | | Gold when killed | 12 | | Lives lost if it gets through | 1 | --- # Clanker Page: https://blockadebrigade.com/enemies/clanker > Clanker, a ground enemy in Blockade Brigade, first comes in wave 6. 400 health, 25 armour, speed 0.8 and 40 gold bounty. Small armored robot with heavy plating. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Clanker Heavily armoured, slow Wave 6, Ground Small armored robot with heavy plating. Slow but extremely durable. ### Stats | First wave | 6 | | --- | --- | | Moves | Ground | | Health | 400 | | Armour | 25 | | Speed | 0.8 tiles a second | | Gold when killed | 40 | | Lives lost if it gets through | 1 | --- # Domeguard Page: https://blockadebrigade.com/enemies/domeguard > Domeguard, a ground enemy in Blockade Brigade, first comes in wave 25. 150 health, 250 armour, speed 1.6 and 60 gold bounty. Full stats and a spinning model. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Domeguard Heavily armoured Wave 25, Ground Gathers enemies at the entrance, then raises a bubble before your strongest point and carries them unharmed until they are past your kill zone: ground towers' shots bounce off it. Only planes get in over the top - kill it then and everything inside dies with it. Brings a squad of little robot escorts. Heavy armour; plane shots ignore it. ### Stats | First wave | 25 | | --- | --- | | Moves | Ground | | Health | 150 | | Armour | 250 | | Speed | 1.6 tiles a second | | Gold when killed | 60 | | Lives lost if it gets through | 1 | --- # Drone Page: https://blockadebrigade.com/enemies/drone > Drone, a flying enemy in Blockade Brigade, first comes in wave 4. 80 health, speed 2.8 and 18 gold bounty. Quadcopter drone that upgrades as waves progress. [Flying Enemy](https://blockadebrigade.com/enemies/flying) ## Drone Flyer Wave 4, Flying Quadcopter drone that upgrades as waves progress. Fast and agile, ignores terrain. ### Stats | First wave | 4 | | --- | --- | | Moves | Flying | | Health | 80 | | Speed | 2.8 tiles a second | | Gold when killed | 18 | | Lives lost if it gets through | 1 | --- # Escort Page: https://blockadebrigade.com/enemies/escort > Escort, a ground enemy in Blockade Brigade, comes with the Domeguard from wave 25. 40 health, 10 armour, speed 1.8 and 4 gold bounty. A little robot trooper. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Escort Armoured Wave 25, Ground, Comes with the Domeguard A little robot trooper. A squad of them comes with every Domeguard, walks beside it and shelters under its dome. Kill the Domeguard while the dome is up and they die with it. ### Stats | First wave | 25 | | --- | --- | | Comes from | Comes with the [Domeguard](https://blockadebrigade.com/enemies/domeguard) | | Moves | Ground | | Health | 40 | | Armour | 10 | | Speed | 1.8 tiles a second | | Gold when killed | 4 | | Lives lost if it gets through | 1 | --- # Giant Worm Page: https://blockadebrigade.com/enemies/giant_worm > Giant Worm, a boss in Blockade Brigade, first comes in wave 10. 2,000 health, 50 armour, speed 0.8 and 150 gold bounty. Costs 5 lives if it gets through. [Boss](https://blockadebrigade.com/enemies/bosses) ## Giant Worm Boss, heavily armoured, slow Wave 10, Ground, 5 lives A massive burrowing worm boss. When slain, releases a swarm of spiderlings that scatter in all directions. ### Stats | First wave | 10 | | --- | --- | | Moves | Ground | | Health | 2000 | | Armour | 50 | | Speed | 0.8 tiles a second | | Gold when killed | 150 | | Lives lost if it gets through | 5 | --- # Heavy Knight Page: https://blockadebrigade.com/enemies/heavy_knight > Heavy Knight, a ground enemy in Blockade Brigade, first comes in wave 8. 400 health, 25 armour, speed 0.8 and 35 gold bounty. Full stats and a spinning model. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Heavy Knight Heavily armoured, slow Wave 8, Ground A heavily armoured knight with a long sword and a heater shield. Slow but extremely durable; its armour plates break off as its armour goes. ### Stats | First wave | 8 | | --- | --- | | Moves | Ground | | Health | 400 | | Armour | 25 | | Speed | 0.8 tiles a second | | Gold when killed | 35 | | Lives lost if it gets through | 1 | --- # Hexguard Page: https://blockadebrigade.com/enemies/hexguard > Hexguard, a ground enemy in Blockade Brigade, first comes in wave 5. 100 health, 15 armour, 80 shield, speed 1.8 and 20 gold bounty. Traits: shielded, armoured. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Hexguard Shielded, armoured Wave 5, Ground A warden behind a hex energy shield that must be depleted first. ### Stats | First wave | 5 | | --- | --- | | Moves | Ground | | Health | 100 | | Armour | 15 | | Shield | 80 | | Speed | 1.8 tiles a second | | Gold when killed | 20 | | Lives lost if it gets through | 1 | --- # Inferno Page: https://blockadebrigade.com/enemies/inferno > Inferno, a ground enemy in Blockade Brigade, first comes in wave 6. 180 health, 15 armour, speed 1.6 and 30 gold bounty. Full stats and a spinning model. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Inferno Armoured Wave 6, Ground A blazing elemental that radiates intense heat, melting ice and snow in its path. Its fiery aura protects nearby allies from slow effects. ### Stats | First wave | 6 | | --- | --- | | Moves | Ground | | Health | 180 | | Armour | 15 | | Speed | 1.6 tiles a second | | Gold when killed | 30 | | Lives lost if it gets through | 1 | --- # Mech Boss Page: https://blockadebrigade.com/enemies/mech_boss > Mech Boss, a boss in Blockade Brigade, first comes in wave 28. 2,500 health, 300 armour, speed 0.5 and 400 gold bounty. Costs 10 lives if it gets through. [Boss](https://blockadebrigade.com/enemies/bosses) ## Mech Boss Boss, heavily armoured, slow Wave 28, Ground, 10 lives A towering war mech in navy and gold armour, with a rotary cannon arm, a missile pod on each shoulder and a glowing reactor core. It plods down the middle of the path and nothing behind it can get past. ### Stats | First wave | 28 | | --- | --- | | Moves | Ground | | Health | 2500 | | Armour | 300 | | Speed | 0.5 tiles a second | | Gold when killed | 400 | | Lives lost if it gets through | 10 | --- # Paratrooper Page: https://blockadebrigade.com/enemies/paratrooper > Paratrooper, a ground enemy in Blockade Brigade, dropped by the Blimp Boss from wave 20. 75 health, 12 armour, speed 1.8 and 20 gold bounty. Traits: armoured. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Paratrooper Armoured Wave 20, Ground, Dropped by the Blimp Boss Elite soldiers dropped from the Blimp Boss. Falls with a parachute then marches toward the base with determination. ### Stats | First wave | 20 | | --- | --- | | Comes from | Dropped by the [Blimp Boss](https://blockadebrigade.com/enemies/blimp_boss) | | Moves | Ground | | Health | 75 | | Armour | 12 | | Speed | 1.8 tiles a second | | Gold when killed | 20 | | Lives lost if it gets through | 1 | --- # Quad Bot Page: https://blockadebrigade.com/enemies/quad_bot > Quad Bot, a ground enemy in Blockade Brigade, not sent by the normal waves. 900 health, 45 armour, speed 0.65 and 75 gold bounty. Full stats. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Quad Bot Heavily armoured, slow Not in the waves, Ground, 2 lives The Clanker's big four-legged cousin. A heavily plated robot that trots along on four legs. Slow, very tough, and bolts fallen armour back on. ### Stats | First wave | Not in the waves | | --- | --- | | Comes from | A rare robot the normal waves do not send | | Moves | Ground | | Health | 900 | | Armour | 45 | | Speed | 0.65 tiles a second | | Gold when killed | 75 | | Lives lost if it gets through | 2 | --- # Raider Page: https://blockadebrigade.com/enemies/raider > Raider, a flying enemy in Blockade Brigade, first comes in wave 15. 170 health, speed 3.2 and 24 gold bounty. Full stats and a spinning model. [Flying Enemy](https://blockadebrigade.com/enemies/flying) ## Raider Fast, flyer Wave 15, Flying A fast raider fighter that follows the path above the ground. Tougher and quicker than the Flying enemy. Ground-only towers cannot hit it. ### Stats | First wave | 15 | | --- | --- | | Moves | Flying | | Health | 170 | | Speed | 3.2 tiles a second | | Gold when killed | 24 | | Lives lost if it gets through | 1 | --- # Raptor Page: https://blockadebrigade.com/enemies/raptor > Raptor, a ground enemy in Blockade Brigade, first comes in wave 2. 50 health, speed 4 and 5 gold bounty. Quick but fragile enemy that rushes through defenses. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Raptor Fast Wave 2, Ground Quick but fragile enemy that rushes through defenses. ### Stats | First wave | 2 | | --- | --- | | Moves | Ground | | Health | 50 | | Speed | 4 tiles a second | | Gold when killed | 5 | | Lives lost if it gets through | 1 | --- # Razorwing Page: https://blockadebrigade.com/enemies/razorwing > Razorwing, a flying enemy in Blockade Brigade, first comes in wave 4. 100 health, speed 2.5 and 15 gold bounty. Traits: flyer. Full stats and a spinning model. [Flying Enemy](https://blockadebrigade.com/enemies/flying) ## Razorwing Flyer Wave 4, Flying A razor-winged flyer that follows the path above the ground. Ground-only towers cannot hit it. ### Stats | First wave | 4 | | --- | --- | | Moves | Flying | | Health | 100 | | Speed | 2.5 tiles a second | | Gold when killed | 15 | | Lives lost if it gets through | 1 | --- # Spider Page: https://blockadebrigade.com/enemies/spider > Spider, a ground enemy in Blockade Brigade, first comes in wave 7. 60 health, speed 3.5 and 8 gold bounty. Traits: fast. Full stats and a spinning model. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Spider Fast Wave 7, Ground A skittering arachnid that moves quickly with unpredictable patterns. ### Stats | First wave | 7 | | --- | --- | | Moves | Ground | | Health | 60 | | Speed | 3.5 tiles a second | | Gold when killed | 8 | | Lives lost if it gets through | 1 | --- # Spiderling Page: https://blockadebrigade.com/enemies/spiderling > Spiderling, a ground enemy in Blockade Brigade, hatched by the Giant Worm from wave 10. 45 health, 5 armour, speed 2.5 and 2 gold bounty. Traits: armoured. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Spiderling Armoured Wave 10, Ground, Hatched by the Giant Worm A tiny spider spawned from a dying worm. Weak but numerous, they scatter across terrain before finding the path. ### Stats | First wave | 10 | | --- | --- | | Comes from | Hatched by the [Giant Worm](https://blockadebrigade.com/enemies/giant_worm) | | Moves | Ground | | Health | 45 | | Armour | 5 | | Speed | 2.5 tiles a second | | Gold when killed | 2 | | Lives lost if it gets through | 1 | --- # Tank Page: https://blockadebrigade.com/enemies/tank > Tank, a ground enemy in Blockade Brigade, first comes in wave 3. 300 health, 10 armour, speed 1 and 25 gold bounty. Traits: armoured, slow. Full stats. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Tank Armoured, slow Wave 3, Ground Heavily armored enemy that can absorb massive damage. ### Stats | First wave | 3 | | --- | --- | | Moves | Ground | | Health | 300 | | Armour | 10 | | Speed | 1 tiles a second | | Gold when killed | 25 | | Lives lost if it gets through | 1 | --- # Tin Trooper Page: https://blockadebrigade.com/enemies/tin_trooper > Tin Trooper, a ground enemy in Blockade Brigade, first comes in wave 1. 100 health, speed 2 and 10 gold bounty. Full stats and a spinning model. [Ground Enemy](https://blockadebrigade.com/enemies/ground) ## Tin Trooper Standard Wave 1, Ground A tin-can trooper: the standard enemy, balanced stats, comes in packs. ### Stats | First wave | 1 | | --- | --- | | Moves | Ground | | Health | 100 | | Speed | 2 tiles a second | | Gold when killed | 10 | | Lives lost if it gets through | 1 | --- # Triangle UFO Page: https://blockadebrigade.com/enemies/triangle_ufo > Triangle UFO, a flying enemy in Blockade Brigade, first comes in wave 20. 110 health, speed 2.4 and 22 gold bounty. Full stats and a spinning model. [Flying Enemy](https://blockadebrigade.com/enemies/flying) ## Triangle UFO Flyer Wave 20, Flying A dark triangular craft with a light at each corner. The only enemy that ignores the path: it flies straight from the entrance to the base. ### Stats | First wave | 20 | | --- | --- | | Moves | Flying | | Health | 110 | | Speed | 2.4 tiles a second | | Gold when killed | 22 | | Lives lost if it gets through | 1 | --- # UFO Page: https://blockadebrigade.com/enemies/ufo > UFO, a flying enemy in Blockade Brigade, first comes in wave 9. 120 health, 30 shield, speed 1.8 and 25 gold bounty. Traits: shielded, flyer. Full stats. [Flying Enemy](https://blockadebrigade.com/enemies/flying) ## UFO Shielded, flyer Wave 9, Flying A classic flying saucer with spinning lights. Stops over armour plates on the path and swirls them into Clankers, as strong as the wave the scrap came from. When destroyed, drops alien blobs that become aliens. ### Stats | First wave | 9 | | --- | --- | | Moves | Flying | | Health | 120 | | Shield | 30 | | Speed | 1.8 tiles a second | | Gold when killed | 25 | | Lives lost if it gets through | 1 | --- # About Clanker Page: https://blockadebrigade.com/about-clanker > Meet the Clanker, Blockade Brigade's small, nervous robot spokesperson: an enemy from wave 6 who narrates the trailer. Watch it and hear his voice lines. The Clanker is Blockade Brigade's spokesrobot: a small dark robot with a blue screen for a face. Dry, polite, a little smug, and secretly very nervous. ### Who he is In the game he is an enemy, the [Clanker](https://blockadebrigade.com/enemies/clanker): small, slow and very well plated, turning up from wave 6. He bolts fallen armour plates back on, UFOs rebuild him from scrap, and he has opinions about all of it. Off the battlefield he is the face of the game. He narrates the trailer, keeps you company on the main menu, and walks along the bottom of this website when he thinks nobody is watching. Click him. He likes that. The Clanker says I am the Clanker. Those are my cousins. ### Watch the trailer He narrates it. He would like you to know he was very brave. ### Hear him - "I have calculated our odds. ... I do not wish to discuss them." - "I was built... for lawn care..." - "Have you tried... turning me off... and on again..." - "I did it, Johnny!! ... Johnny?" ### Things he says - Press start. I dare you. - New here? The towers are the pointy ones. - I am not nervous. My fan always sounds like this. - Warranty... void if shot... - Not the paint! I just got the paint! - Finders keepers! - Now why would you turn me back online? - Wave forty! I am basically a legend. - We did it! ... I did it. ... Mostly me. [See his enemy page](https://blockadebrigade.com/enemies/clanker) --- # Android: very beta Page: https://blockadebrigade.com/android > Blockade Brigade on Android is very beta and for testers only: touch controls, two-finger tilt and phone controllers work. Contact us to join the testers. Android ### Very beta, testers only Blockade Brigade runs on Android phones and tablets, but it is early. A small group of testers is playing it now and telling us what breaks. There is no public download yet. Test version 0.1.8.21 Testers only ### What works - **The whole game:** the same maps, towers, enemies and waves as on Windows. - **Touch controls:** tap to build and pick towers, drag to move the camera. - **Two-finger tilt:** pinch to zoom, and move two fingers up or down to tilt the view. - **Controllers:** phone controllers such as the Backbone work for menus and building. ### Rough edges - Some screens and buttons are still sized for a PC and can feel small on a phone. - Late waves with lots of enemies can run slowly on older phones and use the battery fast. - Not every menu is easy to use with touch yet. - Things change from one test version to the next, and the odd crash still happens. ### Want to test? We add testers a few at a time. Tell us which phone or tablet you have, and we will be in touch when there is room. [Contact us](https://blockadebrigade.com/contact) The Clanker says I tried it on a phone. The towers fit in my pocket now. Nobody else thinks this is as funny as I do. --- # Delete your account Page: https://blockadebrigade.com/delete-account > How to delete your Blockade Brigade account (by TGL Properties, LLC), what we delete, what we keep and for how long. How to delete your Blockade Brigade account, and what happens to your data when you do. **App: Blockade Brigade, by TGL Properties, LLC** Last updated: 30 October 2026 ### How to ask You can ask us to delete your account in either of these ways: - Sign in, open [My Account](https://blockadebrigade.com/customer/account/) and choose **Delete my account**. It brings you to this page; then send the email below. - Email info@blockadebrigade.com with the subject **Delete my account**, from the email address on your account. If you no longer use that address, tell us your player name and we will ask you to confirm it is your account. **Email us to delete my account** ### What we delete - Your account and sign-in - Your player name - Your scores and leaderboard entries - Your uploaded replays - Your shared maps - Your cloud saves and game progress - Your Android tester status ### What we keep, and for how long - **Order and invoice records**, for example a Founder Edition purchase. The law requires us to keep these for tax and accounting, so we keep them for 7 years after the purchase, then delete them. - **Anonymous crash and launch reports** that cannot be linked to you. ### How long it takes We act on your request within 30 days and email you when it is done. Deleting your account cannot be undone, and a game key on the account stops working. More about the data we hold is in our [Privacy Policy](https://blockadebrigade.com/privacy-policy-cookie-restriction-mode). --- # iOS: in the works Page: https://blockadebrigade.com/ios > Blockade Brigade for iPhone and iPad is in the works. No date yet; play now on Windows, wishlist on Steam soon, and join the newsletter to hear first. iPhone and iPad ### In the works We want Blockade Brigade on iPhone and iPad too. It is not ready yet, and we would rather tell you that plainly than promise a date we cannot keep. Status In the works! ### What to expect - **The same game:** the same maps, towers, enemies and waves as on Windows. - **Built on the Android work:** the touch controls and phone layout we are testing on Android come to iPhone and iPad as well. - **No date yet:** when there is one, it goes on this page and in our newsletter. ### Play now - [Windows](https://blockadebrigade.com/windows): The full game on your PC today, with every new build as soon as it is out. - [Coming to Steam](https://blockadebrigade.com/steam): The full game is coming to Steam. Founders get a free Steam key when it launches. ### Hear it first Sign up for our newsletter at the top of the footer below, or [contact us](https://blockadebrigade.com/contact) if you would like to help test on iPhone or iPad when the time comes. The Clanker says I asked when it is coming to iPhone. They said "soon". I have decided "soon" is a unit of time. It is my favourite one. --- # The Mint Page: https://blockadebrigade.com/mint > The Mint: the 2026 Blockade Brigade coin. Spin it, flip it, see both faces (the BB cannon emblem and the Clanker) and hear the Commander tell its story. The Mint · 2026 Design ## Struck for the Brigade Every wave brings another challenge. Every tower gives you another chance. The Blockade Brigade coin brings both sides of the battle together—your defenses on the front, and a familiar troublemaker on the back. Drag to spin. Tap to flip. Pick your side. ### Two Sides. One Battle. #### The Front — Built to Defend The BB emblem and cannon represent your side of the fight: the towers you build, the upgrades you choose, and the defenses standing between the enemy and your base. The 2026 date marks this coin’s design year. #### The Back — Meet Clanker Square head. Two eyes. One very determined little troublemaker. Clanker may march against your defenses, but he’s also the face of Blockade Brigade. His place on the coin celebrates the enemies that keep every wave interesting—and keep you building. > They keep coming. > You keep building. More than a motto. It’s the rhythm of Blockade Brigade. Build your defenses, face the next wave, and find a better way to hold the line. ### Follow the Mint Interested in the Blockade Brigade coin? Subscribe for coin announcements, development updates, and news from the battlefield. Keep me updated --- # Privacy and Cookie Policy Page: https://blockadebrigade.com/privacy-policy-cookie-restriction-mode > How blockadebrigade.com and the Blockade Brigade game collect, use and protect your data, the cookies the site uses, and how to choose what the game sends. This privacy policy sets out how this website, blockadebrigade.com (hereafter "the Store"), and the Blockade Brigade game use and protect any information that you give us. We are committed to ensuring that your privacy is protected. Should we ask you to provide certain information by which you can be identified when using this website, then you can be assured that it will only be used in accordance with this privacy statement. We may change this policy from time to time by updating this page. You should check this page from time to time to ensure that you are happy with any changes. ### What we collect We may collect the following information: - name - contact information including email address - demographic information such as postcode, preferences and interests - other information relevant to customer surveys and/or offers For the exhaustive list of cookies we collect see the List of cookies we collect section. ### Accounts, purchases and game keys Your Blockade Brigade account holds your name, email address and password (stored only in a scrambled, one-way form), and, if you choose one, your public player name. You use the same account on this website and in the game. When you buy from the Store we keep the order (what you bought, your name, email and billing address) for our records. Payments are processed by Stripe: your card details go straight to Stripe, and we never see or store your card number. A game key is locked to the account that bought or redeemed it, and the game checks your licence online with that account. If you lock your account to a list of places (My Account > Allowed places), we store the internet (IP) addresses you add, the names you give them, their expiry dates and when each was last used. We use them only to decide whether your account may be used from where you are. When a sign-in is blocked we email you the address it came from. An address is removed when you delete it from the list, or when you delete your account. If you ask for an unlock email, we keep the address that asked for up to 2 days; to limit how often the site may be asked, we keep a scrambled (one-way) form of addresses for up to 7 days. To keep you signed in while you play, the game gets a device key when you sign in on a computer (your password is never kept in the game). For each device we store a scrambled (one-way) form of its key, the name and kind of computer the game gives it, when it was added and last used, and a scrambled (one-way) form of the internet (IP) address it last used. You can see and sign out your devices in My Account > Devices. A key stops working when you sign out on that device, sign out there, change or reset your password, or do not use it for 30 days; we delete it 30 days after that, and at once if you delete your account. ### Blockade Brigade game data The game asks once, before it sends anything, what it may send, and you can change each choice at any time in Settings > General > Online features. If you choose "No thanks" and do not sign in, the game sends nothing about you; it only asks blockadebrigade.com now and then whether a newer version exists (that check carries no ID, name or game data). - **Profile picture** (if you choose one): you pick it from a fixed set of pictures made from the game's own art (nothing is uploaded), and it is public: it is shown with your player name on the leaderboards, in the forum and in the game. Players who choose none get the same plain default picture. - **Leaderboards** (if you allow them and sign in): your public player name, scores and game details (waves, kills, times, the map's settings and code, the run's checks, the reward cards you took, the towers you built by type with their levels and damage, and a picture of the map as you played it with your towers on it, kept for your best score on each map) are published on blockadebrigade.com. Your best game on each map is kept as a replay that anyone can watch from the leaderboards, with the reward card you picked on each wave. Only your best game is shown to others. Each score also shows the research you had in force in that game (the towers you had researched, your research levels, your starting gold, lives and rerolls) and how many rerolls you used. While you play, the game sends its progress after each wave; that progress is seen only by you (on your account pages) until the game ends, or until you publish an unfinished game yourself on the website: only then is the score published. If your game is the first published game on a shared map to beat the ownership wave, that research becomes the map's Owner's Rules, shown on the map's page as "Rules set by" your player name. A map's owner can choose to keep players' maps private on its Owner's Rules board: then your map picture, towers and replay there are shown only to you (your score and player name still show on the board). Replays you choose to share are stored with a random ID made by the game on your computer and can be watched by other players. On Steam, your scores also go to Steam's leaderboards, and Steam signs you in to your blockadebrigade.com account by itself. To keep the boards fair, each ranked game also sends a short wave-by-wave summary (enemies, lives, time and gold by source) that is used only for automatic checks; a score that fails them, and any score a signed-in player reports (with the reason and note they give), is reviewed by our staff, who may hide it or remove a player from the leaderboards. Reports and reviews are internal: they are never shown on the site, and the player who was reported is not told who reported them. After each ranked game its full game statistics (each tower's type, level, place on the map and damage, the enemies of each wave and what became of them, gold and lives by wave, and the cards and research you had; no personal details) are stored with your score, kept while it is your best on that map's board, while it is one of your last 20 games on that map (or while a held score is reviewed), and may be shown with it on the site. The details of your last 20 games on each map (the map picture, towers, research, picks and these statistics, and the replays of your last 5) are kept so you can look back at and compare them on the map's page, and are visible only to you while you are signed in; older games' details are deleted, while their scores stay. Each ranked game's figures for each enemy and tower are also added to running totals: the enemy and tower pages show the totals of all players, never one player's, and your own totals, which are shown only to you while you are signed in (except the few your public profile shows, below). Held scores are added once released; banned players' games are not. Once you have a player name you have a **public profile page** on blockadebrigade.com ( `/players/` and your player name), linked from your name on the leaderboards, maps and forum. It shows only your player name and profile picture and figures from your ranked games: your overall ranking, your number of ranked games, best wave, total waves, kills, lives lost and fight time, the three towers you built most and the enemy that got past you most, the maps you own, your best result on each board and your last 10 ranked games (map, date, wave, lives left and time; their details and replays stay yours). Held and hidden scores are left out, and never your email address or account details. If you change your player name, the old address leads to the new one. If you rate a map you have played (thumbs up or down, and optional stars for overall, difficulty and enjoyment), your rating is stored with your account and kept private: only each map's totals (the share of thumbs up, the averages and how many ratings) are shown, never who rated it or how. You can change or remove your rating at any time. - **Anonymous launch reports and gameplay stats** (if you allow them): whether the game starts and loads (game version; operating system; processor; memory; graphics card and driver; screen resolution; language; whether Steam is running; load times; startup error messages with your folders and name removed), tagged with a random ID made by the game, not your account; and, after each game, each tower's damage, kills, hits and level, the wave reached and the game version, with a random ID for that game only and nothing that links it to you, your account or your computer. We use them to fix problems and to balance the towers. - **Debug logs** (if you allow them, or when you press Send debug log): after a crash or startup error, the game's log file with your folders, emails and keys removed. - **Your account** (only when you sign in): your progress (XP, research, reward cards, kill counts) and your 20 newest save games are kept on your account so you can play on another computer, and the game checks your licence with your account. - **Feedback** (only when you press Send): your message, the game version, the player name you typed in the game and the game's random ID for your computer. For shared replays, launch reports, gameplay stats, debug logs and feedback your IP address is not stored, only a one-way code that changes daily, used to prevent abuse. Launch reports are deleted after 90 days, debug logs after 30, and gameplay stats and feedback after a year. We do not sell this data or use it for advertising. ### Site statistics To learn which pages are useful and where visitors come from, we count visits with Umami, an open-source analytics tool that we run on our own server. It does not use cookies and does not track you across other websites. For each page view it records the page address (without any search words or other personal values), the referring site, campaign tags in the link (such as utm_source), the browser, operating system, device type, screen size, language, and the country, region and city estimated from your IP address. Your IP address is used only for that estimate and to filter out bots, and is never stored. Visits are grouped by a random identifier made from a one-way hash of your IP address, browser details, the current month and a secret key, so the identifier changes every month: we cannot identify you or follow you from one month to the next. We also count a few actions, such as a purchase and its amount, a download, a sign-up or a forum post, without your name, email address or order number. If your browser sends a "Do Not Track" signal, nothing is counted. This data stays on our server; we do not sell it or share it with advertisers. ### What we do with the information we gather We require this information to understand your needs and provide you with a better service, and in particular for the following reasons: - Internal record keeping. - We may use the information to improve our products and services. - We may periodically send promotional emails about new products, special offers or other information which we think you may find interesting using the email address which you have provided. - From time to time, we may also use your information to contact you for market research purposes. We may contact you by email, phone, fax or mail. We may use the information to customise the website according to your interests. ### Security We are committed to ensuring that your information is secure. In order to prevent unauthorised access or disclosure, we have put in place suitable physical, electronic and managerial procedures to safeguard and secure the information we collect online. ### How we use cookies A cookie is a small file which asks permission to be placed on your computer's hard drive. Once you agree, the file is added and the cookie helps analyse web traffic or lets you know when you visit a particular site. Cookies allow web applications to respond to you as an individual. The web application can tailor its operations to your needs, likes and dislikes by gathering and remembering information about your preferences. We use traffic log cookies to identify which pages are being used. This helps us analyse data about web page traffic and improve our website in order to tailor it to customer needs. We only use this information for statistical analysis purposes and then the data is removed from the system. Overall, cookies help us provide you with a better website, by enabling us to monitor which pages you find useful and which you do not. A cookie in no way gives us access to your computer or any information about you, other than the data you choose to share with us. You can choose to accept or decline cookies. Most web browsers automatically accept cookies, but you can usually modify your browser setting to decline cookies if you prefer. This may prevent you from taking full advantage of the website. ### Links to other websites Our website may contain links to other websites of interest. However, once you have used these links to leave our site, you should note that we do not have any control over that other website. Therefore, we cannot be responsible for the protection and privacy of any information which you provide whilst visiting such sites and such sites are not governed by this privacy statement. You should exercise caution and look at the privacy statement applicable to the website in question. ### Controlling your personal information You may choose to restrict the collection or use of your personal information in the following ways: - whenever you are asked to fill in a form on the website, look for the box that you can click to indicate that you do not want the information to be used by anybody for direct marketing purposes - if you have previously agreed to us using your personal information for direct marketing purposes, you may change your mind at any time by letting us know using our Contact Us information We will not sell, distribute or lease your personal information to third parties unless we have your permission or are required by law to do so. We may use your personal information to send you promotional information about third parties which we think you may find interesting if you tell us that you wish this to happen. You may ask for details of the personal information we hold about you at any time, free of charge. If you would like a copy of the information held on you please email us this request using our Contact Us information. If you believe that any information we are holding on you is incorrect or incomplete, please write to or email us as soon as possible. We will promptly correct any information found to be incorrect. ### List of cookies we collect The table below lists the cookies we collect and what information they store. | Cookie Name | Cookie Description | | --- | --- | | FORM_KEY | Stores randomly generated key used to prevent forged requests. | | PHPSESSID | Your session ID on the server. | | GUEST-VIEW | Allows guests to view and edit their orders. | | PERSISTENT_SHOPPING_CART | A link to information about your cart and viewing history, if you have asked for this. | | STF | Information on products you have emailed to friends. | | STORE | The store view or language you have selected. | | USER_ALLOWED_SAVE_COOKIE | Indicates whether a customer allowed to use cookies. | | MAGE-CACHE-SESSID | Facilitates caching of content on the browser to make pages load faster. | | MAGE-CACHE-STORAGE | Facilitates caching of content on the browser to make pages load faster. | | MAGE-CACHE-STORAGE-SECTION-INVALIDATION | Facilitates caching of content on the browser to make pages load faster. | | MAGE-CACHE-TIMEOUT | Facilitates caching of content on the browser to make pages load faster. | | SECTION-DATA-IDS | Facilitates caching of content on the browser to make pages load faster. | | PRIVATE_CONTENT_VERSION | Facilitates caching of content on the browser to make pages load faster. | | X-MAGENTO-VARY | Facilitates caching of content on the server to make pages load faster. | | MAGE-TRANSLATION-FILE-VERSION | Facilitates translation of content to other languages. | | MAGE-TRANSLATION-STORAGE | Facilitates translation of content to other languages. | | bb-clanker-voice | Not a cookie: kept in your browser's local storage. Remembers whether you turned the Clanker's voice off. | --- # Blockade Brigade on Steam Page: https://blockadebrigade.com/steam > Blockade Brigade is coming to Steam. Wishlist opens with the store page; play now with the Founder Edition and get a free Steam key at launch. Coming to Steam ### Wishlist opens soon The full game is coming to Steam. Our Steam store page is not open yet, so the Wishlist button switches on the day it is. [Play now: Founder Edition – $9.99](https://blockadebrigade.com/founder-edition) Free Steam key for Founders at launch Wishlist on Steam Coming soon ### Play it now - [Play every test build now](https://blockadebrigade.com/founder-edition): Founder Edition. **Play every test build now**, plus the online leaderboards, for $9.99 one time. Founders get a **free Steam key** for the full game when it launches on Steam. - [Trailer](https://www.youtube.com/watch?v=PkQ_Z_Vkd5M): See the towers, the waves and the bosses in action before you play. ### What Steam adds - **Sign in with Steam:** the game signs you in by itself. - **Keep your progress:** Link Steam (Settings > Account) ties your website account to Steam, so your scores, maps and progress come with you. ### Hear it first Follow us and you will know the moment the Steam page opens. - [YouTube](https://www.youtube.com/@BlockadeBrigade) - [X](https://x.com/BBTowerDefense) - [Facebook](https://www.facebook.com/BlockadeBrigade) The Clanker says I pressed the Wishlist button forty times. It is not ready. I am also not ready. We wait together. --- # Terms and Conditions Page: https://blockadebrigade.com/terms-and-conditions > The terms for buying and playing Blockade Brigade: the Founder Edition, game keys and the licence check, refunds, leaderboards, fair play and open-source parts. The rules for buying and playing Blockade Brigade and for using blockadebrigade.com. **Last updated: 18 October 2026** Plain-English summary - The Founder Edition is $9.99 USD. It gets you every test and early-access build now, the leaderboards, and a free Steam key for the full game when it launches on Steam. - Your game key is locked to your account for good. It cannot be moved, shared or resold. - Changed your mind? Ask for a refund within 14 days of buying, if you have played less than 2 hours. - The game checks your licence online and posts to the leaderboards if you let it. What it sends is in our [Privacy Policy](https://blockadebrigade.com/privacy-policy-cookie-restriction-mode). - Play fair. Cheating on the leaderboards can cost you your scores and your key. This summary is here to help. The full terms below are what count. Contents 1. About these terms and who we are 2. Your account 3. Buying the Founder Edition 4. Early access 5. Game keys and your licence 6. Refunds 7. Online features and your data 8. Names, maps and conduct 9. Cheating and bans 10. Availability and changes 11. Who owns what (and making videos) 12. Disclaimers and limits of liability 13. Governing law and disputes 14. Contact us ### 1. About these terms and who we are blockadebrigade.com (the "site") and the game Blockade Brigade (the "game") are run by **TGL Properties, LLC**, 1222 Western Ave., Chillicothe, Ohio 45601, USA ("we", "us", "our"). These terms are an agreement between you and us. They apply when you create an account, buy from the site, redeem a game key, or download or play the game. By doing any of those you agree to them. If you do not agree, please do not use the site or the game. How we handle your personal information is covered by our [Privacy and Cookie Policy](https://blockadebrigade.com/privacy-policy-cookie-restriction-mode), which is part of these terms. ### 2. Your account - Your blockadebrigade.com account is the same account you sign in with in the game. You can make one on the site or in the game. - One person per account. Give us accurate information and keep your email address up to date: that is where we send order emails and keys. - Keep your password safe and do not share your account. You are responsible for what happens on it. If you think someone else has used it, change your password and [contact us](https://blockadebrigade.com/contact). - You must be **13 or older** to make an account. If you are under 18, you need a parent's or guardian's permission to buy anything, and they should read these terms with you. - We may suspend or close an account that breaks these terms (see Cheating and bans ). ### 3. Buying the Founder Edition **What you get.** The Founder Edition gives you: - access to every test and early-access build of the game we release during development, downloaded from the site while signed in; - the leaderboards on the site and in the game; - **a free Steam key for the full game when it launches on Steam.** We send it to your account's email address and show it in My Account. **If the game never launches on Steam.** Our commitment: you keep access to the full game through this site, downloaded with your account, including the finished version. **Price.** The Founder Edition costs **$9.99 USD**. We plan a full release price of $14.99 USD. Prices may change, but a later change never changes what you paid or what your Founder Edition gives you. **Tax.** Any sales tax or VAT that applies is shown at checkout before you pay. **Payment.** Payments are processed by Stripe. Your card details go straight to Stripe; we never see or store your card number. **One per account.** Each account can buy the Founder Edition once. It is a digital item: nothing is shipped. Your game key is added to your account when you place the order and is shown in your order email and in My Account under Game Keys. We may cancel an order and refund it in full if we cannot complete it (for example, a pricing mistake or suspected fraud). ### 4. Early access Blockade Brigade is still being made. By buying early you accept that: - the game may have bugs, crashes and unfinished parts; - features, content, balance and maps may change or be removed as development goes on; - saved games, replays or scores from one version may not carry over to the next, and may need to be reset; - we do not promise a release date for the full game or the Steam launch. Your feedback shapes the game. Thank you for helping build it. ### 5. Game keys and your licence **Your licence.** While you hold an active key, we give you a personal, non-exclusive, non-transferable, revocable licence to install and play the game on your own devices for personal, non-commercial use. You are buying a licence to play the game, not the game itself. **A key belongs to one account.** When a key is bought or redeemed it is locked to that account for good. It cannot be moved to another account, resold, shared, traded or transferred, and once used it cannot be redeemed again. You can redeem a key at [Redeem a key](https://blockadebrigade.com/redeem). **Timed keys.** Some keys (for example, for press or content creators) work only between the dates they were made for. Outside those dates they do not give access. **The licence check.** The game checks your licence online when it starts and about every three hours while it runs, using the account you are signed in with. If it cannot reach us, it keeps playing for up to **7 days** after the last successful check. After that, or if your key has ended, it asks you to go online or sign in again. If a key ends during a game, the current wave finishes and the game saves before returning to the menu. **When we may revoke a key.** We may revoke a key that was obtained by fraud, paid for and then charged back, refunded, or used in breach of these terms. A revoked key stops working and is not refunded except as set out in Refunds. **What you may not do.** Except where the law allows it, do not copy, sell, rent or share the game; reverse engineer, decompile or modify it; or remove, get around or interfere with the licence check or any other protection. ### 6. Refunds - **Our refund promise:** if you ask within **14 days of buying** and you have played the game for **less than 2 hours**, we will refund you. Ask through our [Contact Us](https://blockadebrigade.com/contact) page with your order number. - A refund revokes the game key from that order, and with it your access to the game, the leaderboards and the launch Steam key. - A chargeback (asking your bank or card company to reverse the payment) also revokes the key. If something is wrong, please talk to us first: we would rather fix it. - **Customers in the EU and UK:** by buying, you ask us to give you the download and the key straight away, and you acknowledge that you lose your legal 14-day right of withdrawal once the download or key has been delivered to you. Our own 14-day, 2-hour refund promise above still applies. - Nothing here affects your legal rights if the game is faulty or not as described. ### 7. Online features and your data Some parts of the game go online. Each is described in full in our [Privacy and Cookie Policy](https://blockadebrigade.com/privacy-policy-cookie-restriction-mode). - **Licence checks** (section 5): needed to play the game. - **Leaderboards:** if you turn them on, your public player name, scores, waves reached, kills, times, map settings and map codes, the checks we run on a game, and any replays you share are published on blockadebrigade.com and shown in the game. - **Launch reports** (anonymous: does the game start and load on your computer) and **debug logs** (sent after a crash or startup error, or when you press Send debug log): only if you opt in. The game asks about these the first time you play. You can change your choices at any time in the game under **Settings > General > Online features**. ### 8. Names, maps and conduct Your public player name, your scores and the maps and map codes you share are public: anyone can see them on the site. Do not use a name or share anything that is offensive, hateful, harassing, sexually explicit, impersonates someone else (including us), infringes someone's rights or is illegal. The same applies to anything you post on the site. We may rename, hide or remove any name, map, score or post that we think breaks these rules, with or without notice. ### 9. Cheating and bans The leaderboards only mean something if everyone plays fair. These are not allowed: - modifying the game or its files to gain an advantage; - tampering with, faking or replaying scores or the data the game sends; - exploiting bugs to climb the leaderboards (please report them instead); - using bots, scripts or other automation to play for the leaderboards; - bypassing or interfering with the licence check. If we find any of these we may remove your scores, ban you from the leaderboards, suspend your account and/or revoke your key, **without a refund**. Where it is fair to, we will tell you why. ### 10. Availability and changes **The service.** We work to keep the site and the game's online features running, but they may sometimes be unavailable (for maintenance, outages or reasons outside our control), and some online features may change or be discontinued over time. **The game.** We update the game regularly, and an update may change how it plays. **These terms.** We may update these terms. The date at the top shows the latest version. If a change matters, we will announce it on the site before it applies. If you keep using the site or the game after a change applies, you accept the new terms. A change never takes away a refund you were already entitled to. ### 11. Who owns what (and making videos) The game, its code, art, models, music, sound, the voice of the Clanker, and the site and its content belong to TGL Properties, LLC or the people who licensed them to us, and are protected by copyright and other laws. "Blockade Brigade" and its logo are ours. You may not copy or use any of it beyond the licence in section 5. **Open-source parts.** The game includes open-source software that stays under its own licence, and nothing in these terms limits your rights under those licences: the Godot Engine, GodotSteam and godot-sqlite (MIT licence), and FFmpeg (ffmpeg.org), which the game uses under the LGPLv3, run as a separate program only to save wave videos. FFmpeg's licence and where to get its source are in the game folder (`tools/ffmpeg/LICENSE.txt` and `README.txt`) and at [/media/thirdparty/ffmpeg/](https://blockadebrigade.com/media/thirdparty/ffmpeg/README.txt). The full list is in the game under Settings > About > Licences. **Streamers and video makers welcome.** You may stream, record and share videos and screenshots of yourself playing Blockade Brigade, and you may make money from them (ads, sponsorships, subscriptions and the like). Please do not present your content as official, and do not share the game's files, builds or keys themselves. ### 12. Disclaimers and limits of liability To the extent the law allows, the site and the game are provided "as is" and "as available", without warranties of any kind, whether express or implied, including that they will be uninterrupted, error-free, or fit for a particular purpose. To the extent the law allows, we are not liable for any indirect, incidental, special or consequential loss (such as lost data, lost profits or lost time), and our total liability to you for any claim about the site or the game is limited to the amount you paid us in the **12 months** before the claim. Nothing in these terms limits or excludes any liability that cannot be limited or excluded by law, or any rights you have as a consumer that cannot be waived. ### 13. Governing law and disputes These terms are governed by the laws of the State of Ohio, USA. If a dispute cannot be settled by talking to us, it will be decided in the state courts of Ross County, Ohio, or the United States District Court for the Southern District of Ohio, and you and we agree to those courts. If you are a consumer living outside the USA (for example in the EU or UK), you also keep the protection of the mandatory laws of the country where you live, and you may bring a claim in the courts there. If any part of these terms is found to be unenforceable, the rest still applies. ### 14. Contact us **TGL Properties, LLC** 1222 Western Ave. Chillicothe, Ohio 45601 USA For questions, refunds or anything else, use our [Contact Us](https://blockadebrigade.com/contact) page. --- # Blockade Brigade for Windows Page: https://blockadebrigade.com/windows > Blockade Brigade for Windows 10 and 11: the current version, what your PC needs, and how to play now with the Founder Edition before the Steam launch. Windows ### Play Blockade Brigade on your PC The Windows game is where every new tower, enemy and fix lands first. Founders get each new build as soon as it is out. Current version 0.1.8.39 ### How to get it - [Play every build now](https://blockadebrigade.com/founder-edition): Founder Edition. **Play every build now**, plus the online leaderboards, for $9.99 one time. Once you own it, the download is on your Download page, and the game tells you when a new version is out. - [free Steam key](https://blockadebrigade.com/steam): Coming to Steam. The full game is coming to Steam. Founders get a **free Steam key** when it launches. - [What's New](https://blockadebrigade.com/changelog): Every change in every build, in plain words: new towers, balance changes and fixes. ### What you need A rough guide from what we know so far: if your PC runs current 3D games, it will run Blockade Brigade. | System | Windows 10 or 11, 64-bit | | --- | --- | | Graphics | A graphics card with Vulkan support (most cards from the last several years). Big late waves like a stronger card; if the game runs slowly it offers to switch off heavy effects. | | Memory | 8 GB RAM recommended | | Download | About 140 MB | | Controls | Mouse and keyboard; game controllers work too | | Online | Not needed to play. Sign in with your website account for the leaderboards. | The Clanker says I checked the version number twice. It is the newest one. I would know. I am usually what they fix.