Acid Tower: Stats, Upgrades, Tips: The Acid in Blockade Brigade: 120 gold, ground only. Its hoses, splash, armour damage, every level's stats, research and FAQ.

Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-acid.txt. Site guide: https://blockadebrigade.com/llms.txt

Advanced Tower

Acid Tower

Multi-hose acid spray, melts health

120 goldGround onlyResearch 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.

Acid Tower
Build your own Acid

Attributes Level 1, on the ground

Cost
120 gold to build
Unlock
10,000 XPXP 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 eachSame-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 heightSmall +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare).
Ground
Grass: −5% damageNo 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 each250 / 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 DamageEnd-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:

CardNormalCommonRareEpicLegendaryMythicalEndless
Damage2%5%10%15%25%35%1-5%
Fire Rate2%5%10%15%25%35%1-5%
Range2%5%10%15%25%35%1-5%
Deep Wound1%1%2%2%3%3%1%
Poison1%1%2%2%3%3%1%
Armor Damage2%4%6%8%10%12%2%
Shield Damage2%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

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<N>: tower level 1..10
  • r.<stat>.<N>: research level 0..5 of a research item (damage, fire_rate, range_radius, deep_wound, poison)
  • c.<stat>.<digits>: 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.<stat>.<amount>x<count>: Endless cards of one stat: count cards of +amount% (only once that stat has 5 cards)
  • n<N>: same-type neighbours touching it, 0..4
  • h<N>: height: hill + platform levels, 0..15
  • g: standing on bare grass (no platform)
  • s<N>: level of the Cold Snap over it, 0 = none (1..10)
  • sp0: that Cold Snap has no power (it cools nothing)
  • w<N>: water tiles beside it, 0..4 (sides not taken by neighbours)
  • k<N>: towers in its connected chain, itself included (at least neighbours + 1)
  • kw<N>: 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.

LevelUpgradeTotal spentDamageFire rateDPSRangePower
1build 120120300.8/s244.56
2168288420.9/s384.87
3235523541/s545.18
4329852661.1/s735.410
54601,312781.2/s945.711
66451,957901.3/s117612
79032,8601021.4/s1436.313
81,2644,1241141.5/s1716.614
91,7705,8941261.6/s2026.916
102,4798,3731381.7/s2357.217

Hoses3 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.

GoldEarly 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.