# 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. - Page: https://blockadebrigade.com/towers/airport - Site: Blockade Brigade, a tower defense game for Windows PC (https://blockadebrigade.com/) - Last updated: 2026-10-23 - Text generated: 2026-11-02 06:40 UTC [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. --- About the whole site: https://blockadebrigade.com/llms.txt