Early game
Two or three Cannons where the path bends, so each one fires for longer. Each new Cannon costs 20% of its price more than the last (50, 60, 70, 80...), so they stay cheap for a while.
Cannon Tower: Stats, Upgrades, Tips: The Cannon in Blockade Brigade: 50 gold, hits ground and air. Every level's stats, how it overheats and how water and the Cold Snap cool it, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-cannon.txt. Site guide: https://blockadebrigade.com/llms.txt
Balanced damage and fire rate
50 goldGround + Air
The Cannon is the one gun you can build without research, and one you will keep building all game. At 50 gold it hits ground and air, one target at a time, and every upgrade adds damage, fire rate and range: level 10 does about 20 times the damage per second of level 1. The catch is heat. Every shot warms the barrel, and from level 5 a Cannon firing nonstop runs hot enough to overheat and go quiet in the middle of a wave. Build it beside water or inside a Cold Snap's snow and it keeps firing.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
Two or three Cannons where the path bends, so each one fires for longer. Each new Cannon costs 20% of its price more than the last (50, 60, 70, 80...), so they stay cheap for a while.
Each Cannon on the four sides of another gives it +15% damage and +10% fire rate (up to four: +60% and +40%). Connected Cannons also need 25% less power each and share their water for cooling.
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.
From level 5 a Cannon that fires nonstop overheats on its own. Water beside it or a Cold Snap over it fixes that (below).
A Cannon on a bend, up high, in a row and kept cool turns every upgrade into more damage than one alone in a corner.
Pick a level, research, end-of-wave cards, where it stands and what cools it, and see what your Cannon ends up doing, worked out the way the game does it. 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: free (every player has it); its upgrades: 120,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 536.25, fire rate 3.7/s, DPS 1,984, range 9.5, cooling 1x, needs 1.83x to never overheat (overheats).#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3: damage 1710.64, fire rate 4.81/s, DPS 8,228, range 17, cooling 8x, needs 2.37x to never overheat (stays cool).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 chainPick enemies and waves, the path and how many towers; the walk plays at 1x to 5x and says which enemies die and what would stop the rest. A build link with ~vb opens it.
Base numbers: no research, cards, height or neighbours. Damage per second = damage x fire rate. Power is what it needs while it has a target (1 on standby). The last two columns are for nonstop fire: the heat it levels off at, and how much faster it must shed heat to never reach 400°C.
| Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | Nonstop fire peaks at | Cooling it needs |
|---|---|---|---|---|---|---|---|---|---|
| 1 | build 50 | 50 | 20 | 1/s | 20 | 5 | 4 | 215°C | none |
| 2 | 75 | 125 | 30 | 1.3/s | 39 | 5.5 | 5 | 269°C | none |
| 3 | 112 | 237 | 40 | 1.6/s | 64 | 6 | 6 | 323°C | none |
| 4 | 168 | 405 | 50 | 1.9/s | 95 | 6.5 | 6 | 377°C | none |
| 5 | 253 | 658 | 60 | 2.2/s | 132 | 7 | 7 | 431°C | 1.1x |
| 6 | 379 | 1,037 | 70 | 2.5/s | 175 | 7.5 | 8 | 485°C | 1.3x |
| 7 | 569 | 1,606 | 80 | 2.8/s | 224 | 8 | 9 | 539°C | 1.4x |
| 8 | 854 | 2,460 | 90 | 3.1/s | 279 | 8.5 | 10 | 593°C | 1.6x |
| 9 | 1,281 | 3,741 | 100 | 3.4/s | 340 | 9 | 10 | 647°C | 1.7x |
| 10 | 1,922 | 5,663 | 110 | 3.7/s | 407 | 9.5 | 11 | 701°C | 1.9x |
Levels 1-4Cheap, and cool even firing nonstop. The best damage for the gold: level 2 adds 25 damage per second for every 100 gold, level 4 still 18.
Levels 5-6Still good value (11-15 damage per second per 100 gold), but a Cannon that fires nonstop now needs cooling: one water tile (1.5x) is enough up to level 7.
Levels 7-10Each upgrade costs about half of all the gold the Cannon has cost so far (51-55%) and adds 3-9 damage per second per 100 gold. Worth it on a Cannon with neighbours, water and a Cold Snap, where every bonus multiplies the bigger numbers; for a lone Cannon, another Cannon in a row is often more damage for the gold.
1.5x
One water tile beside it; +0.5x for each more, up to 3x. A connected row shares up to 12.
2-6.5x
Inside a powered Cold Snap's range, level 1 to 10. Only the strongest one counts.
2.5x
A level-1 Cold Snap and one water tile: the two add up.
Research (main menu, Upgrades & Research) makes every Cannon 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.
+6% fire rate a level, +30% at level 5. More shots means more heat, too.
+6% range a level, +30% at level 5.
Each level: enemies a Cannon hits take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up.
Each level: a hit leaves poison worth 1% of the hit's damage every second for 4 seconds (5% at level 5). Poison goes straight to health, past shield and armour.
Cannons only, and Power Plants to run them. No research: everyone starts alike. Pick it on a map card under New Game.
No question matches. or ask on the forum.
Early on, build more, side by side. A second Cannon beside the first costs 60 gold and, with the neighbour bonus on both, adds about 31 damage per second; upgrading the first to level 2 costs 75 gold and adds 19. Upgrades get dearer fast (level 10 alone costs 1,922), while each new Cannon costs just 10 gold more than the last. But every Cannon needs power and a good spot near the path, so once your best spots are full, upgrade the Cannons on them.
Yes. It hits ground and air, one target at a time.
Most often it overheated: it shows OVERHEATED and smokes, and fires again once it has cooled to 250°C (about 3 seconds). Or it is short of power: LOW POWER means it can track but not fire, NO POWER means it does nothing. A Cannon needs 4 power at level 1 and 11 at level 10, and connected Cannons need 25% less each. Build a Power Plant, or switch off a tower guarding an empty stretch.
Water beside it, a Cold Snap over it, or both. Firing nonstop, a level-10 Cannon needs 1.9x cooling: water on two sides (2x) or a level-1 Cold Snap (2x). With four Cannons beside it, it needs 2.6x: water on four sides (3x) or a level-3 Cold Snap (3x). Fewer upgrades work too: up to level 4 it never overheats on its own. Only the strongest Cold Snap over it counts: two don't add up, but water adds on top of one.
No. The water does: a water tile right beside the Cannon. The Water Pump is a tower of its own that stands on water and blasts Infernos.
No. Only the strongest Cold Snap over a gun counts. Give each Cold Snap its own group of guns, or upgrade the one you have: each level adds 0.5x.
On high ground where the path bends past it, in a row of Cannons, beside water or inside a Cold Snap's snow. Avoid bare grass (5% less damage) unless it stands on a platform. Before you pay, the placement ghost shows what the spot gives.
Not on its own: heavy armour takes a bite out of every shell. Put a Magnet near your Cannons, which tears armour off enemies in range, or research Cannon Poison, which goes straight to health.
A challenge where you may build only Cannons and Power Plants, with no research, so everyone starts alike. It is played on Grand Canyon, Islands and Spiral (40 waves each), each map with its own leaderboard.
The tower panel works it out for you: under its heat gauge it says "Fires nonstop without overheating up to level N; from level N+1 it overheats" (or "at every level"), or, if it already overheats, how much more cooling it needs. It uses the Cannon's fire rate at each level and the cooling it has right now (Cold Snaps in range, water beside it), and it changes when you add or upgrade a Cold Snap or add water. Nonstop fire is the worst case: with gaps between enemies it stays cooler.
Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 4 at level 1, 11 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
From ranked games on version 0.1.8.16 and later. Held scores count once they are released. Your own numbers are shown only to you.
Tower stats
From games where players turned on "launch reports and gameplay stats" in the game's settings: anonymous, no account or device is sent. Updated every few minutes.