# 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. - Page: https://blockadebrigade.com/towers/missile_silo - Site: Blockade Brigade, a tower defense game for Windows PC (https://blockadebrigade.com/) - Last updated: 2026-10-23 - Text generated: 2026-11-02 07:36 UTC [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. --- About the whole site: https://blockadebrigade.com/llms.txt