Airport: Tower Stats, Upgrades, Tips: 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.

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

Basic Tower

Airport

Multi-plane airbase.

800 goldGround + AirResearch 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.

Airport
Build your own Airport

Attributes Level 1, on the ground

Cost
800 gold to build
Unlock
200,000 XPXP 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 eachSame-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 heightCan'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 each250 / 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 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

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:

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: 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

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, 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 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.

LevelUpgradeTotal spentDamageFire rateDPSRangePower
1build 800800352.5/s888016
21,0401,840502.75/s1388819
31,3523,192653/s1959622
41,7574,949803.25/s26010426
52,2847,233953.5/s33211229
62,97010,2031103.75/s41212032
73,86114,0641254/s50012835
85,01919,0831404.25/s59513638
96,52525,6081554.5/s69814442
108,48334,0911704.75/s80815245

Planes1 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 upThe 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.

GoldIt 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.