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.
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
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.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
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.
Where the path doubles back, more enemies stand in range and close together, so more hoses find a target and more splash lands.
A Cold Snap nearby keeps enemies bunched up and in range longer, which is exactly what the splash wants.
The Acid hits ground enemies only. Keep a Cannon or another gun that hits air close by for anything that flies.
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.
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.
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% |
Unlock: 10,000 XP; its upgrades: 120,000 XP for all.
#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: damage 2146.07, fire rate 2.21/s, DPS 4,743, range 14.7.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..10r.<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 state.<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..4h<N>: height: hill + platform levels, 0..15g: 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 chainBase 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 |
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 (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).
+10% damage a level, +50% at level 5. Splash grows with it.
+6% spray rate a level, +30% at level 5.
+6% range a level, +30% at level 5.
No question matches. or ask on the forum.
No. It hits ground enemies only. Keep a Cannon or another gun that hits air near it.
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.
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.
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.
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.
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.
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.
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.
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.
Still stuck? or ask on the forum.
Tower stats
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Tower stats
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