Slow them where your guns are
A slowed enemy spends longer in front of every tower around it. Build the Cold Snap in the middle of your kill zone, not on its own at the entrance.
Cold Snap: Tower Stats, Upgrades, Tips: The Cold Snap in Blockade Brigade: 75 gold, slows and freezes enemies and cools hot guns. Slow, freeze, cooling, levels, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-cold_snap.txt. Site guide: https://blockadebrigade.com/llms.txt
Slows enemies, freeze on crit
75 goldGround + AirResearch 10000
The Cold Snap does not kill much on its own: it slows. Every pulse hits up to one enemy per level (8 at most), and each hit slows that enemy by 30% at level 1, up to 70%. Slows stack, so an enemy it keeps hitting crawls. Every hit may also be a critical one, 5% of the time at level 1 and 32% at level 10: a critical hit freezes the enemy solid, and a frozen flyer drops out of the sky. It hits ground and air, costs 75 gold, and it has a second job: guns that build heat and stand in its snow cool down faster.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
A slowed enemy spends longer in front of every tower around it. Build the Cold Snap in the middle of your kill zone, not on its own at the entrance.
Each level lets one pulse hit one more enemy, up to 8 at level 8, and slows harder. A level-1 Cold Snap only ever slows the one enemy at the front of its choice.
A powered Cold Snap cools every gun that builds heat inside its range: 2x as fast at level 1, +0.5x a level, 6.5x at level 10. Only the strongest one over a gun counts, so for more cooling upgrade it or add water beside the gun, not a second Cold Snap.
A critical hit on a flying enemy freezes it and it falls and dies when it hits the ground, whatever its health. A higher level means more critical hits.
It cannot be slowed or frozen, it thaws the enemies around it and melts the snow. Kill it fast with damage towers.
Each level of hill or platform gives +0.5 range, and range research and cards help too: a wider snow slows more of the path and cools more guns. 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 Cold Snap ends up doing: how many enemies a pulse hits, how hard each hit slows, how fast an enemy reaches the slow limit, how often it freezes, and how much faster the guns in its snow cool down. 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% |
Unlock: 10,000 XP; its upgrades: 72,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 268.12, fire rate 2.15/s, DPS 576, range 7.2.#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15: damage 855.32, fire rate 2.795/s, DPS 2,391, 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)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 what each enemy it hits takes from one pulse, plus its shield damage on shields; damage per second = damage x fire rate, on each enemy it hits. Slow is what one hit takes off an enemy's speed; max slow is the most a hit from that level can slow an enemy, however many hits stack. Power is what it needs while it has a target.
| Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power |
|---|---|---|---|---|---|---|---|
| 1 | build 75 | 75 | 10 | 0.8/s | 8 | 4.5 | 6 |
| 2 | 105 | 180 | 15 | 0.95/s | 14 | 4.8 | 7 |
| 3 | 146 | 326 | 20 | 1.1/s | 22 | 5.1 | 8 |
| 4 | 205 | 531 | 25 | 1.25/s | 31 | 5.4 | 10 |
| 5 | 288 | 819 | 30 | 1.4/s | 42 | 5.7 | 11 |
| 6 | 403 | 1,222 | 35 | 1.55/s | 54 | 6 | 12 |
| 7 | 564 | 1,786 | 40 | 1.7/s | 68 | 6.3 | 13 |
| 8 | 790 | 2,576 | 45 | 1.85/s | 83 | 6.6 | 14 |
| 9 | 1,106 | 3,682 | 50 | 2/s | 100 | 6.9 | 16 |
| 10 | 1,549 | 5,231 | 55 | 2.15/s | 118 | 7.2 | 17 |
Levels 1-4Each level hits one more enemy a pulse, slows +5% more a hit, adds +3% critical chance and +0.5x cooling. Slows stack up to 90%.
Levels 5-10The slow limit rises each level, to 98% at level 8, so an enemy in its snow can be held almost still. It hits 8 enemies a pulse from level 8, each hit slows 70% from level 9, and critical chance keeps rising to 32% at level 10, with 6.5x cooling for the guns in its snow.
Research (main menu, Upgrades & Research) makes every Cold Snap 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. It does not change how hard it slows.
+6% pulse rate a level, +30% at level 5. More pulses stack slows faster and roll for a freeze more often.
+6% range a level, +30% at level 5. A wider snow slows more of the path and cools every heat-building gun inside it.
No question matches. or ask on the forum.
One hit slows an enemy by 30% at level 1, +5% a level, up to 70% from level 9. Yes, they stack: each hit takes its share off the speed the enemy has left, so a Cold Snap that keeps hitting the same enemy slows it more and more, up to its limit: 90% slower at levels 1-4, rising to 98% at level 8. A level-1 Cold Snap gets an enemy to that limit in 7 hits, about 7.5 seconds; a level-10 one in 4 hits, about 1.4 seconds, if no hit freezes it first.
2 seconds from the last hit. A Cold Snap pulses faster than that, so an enemy stays slowed the whole time it is in range, and for 2 seconds after it walks out. Then it goes back to full speed at once.
It freezes the enemy for 2 seconds instead of slowing it. A frozen enemy on the ground stands still, then walks on at full speed: freezing clears any slow it had, until the next hit. A frozen flyer falls out of the sky and dies when it hits the ground, whatever its health. The chance is 5% a hit at level 1, +3% a level, 32% at level 10.
The enemies behind it that are not frozen walk round it: they step off the road onto open ground at half speed, then rejoin the path. They never go through towers, water or cliffs. A slowed (not frozen) enemy still holds up the line behind it, and bosses stay in line.
The Blimp Boss ignores it completely: a Cold Snap does not even hit it. The Inferno takes the damage but shrugs off slow and freeze, and it thaws every enemy within 4 of it. A Domeguard cannot be slowed or frozen while its bubble is up. Everything else, ground or air, bosses too, can be slowed and frozen.
Every gun that builds heat (Cannon, Tesla, Lightning, Railgun and Laser) standing inside its range sheds heat 2x as fast at Cold Snap level 1, +0.5x a level, 6.5x at level 10. It cools even when it has nothing to shoot, as long as it has power: switched off or with no power at all, it cools nothing. Select a Cold Snap to see the guns it cools glow icy blue.
No. Only the strongest Cold Snap over a gun counts, so a second one does not add up. Water beside the gun does: it adds on top of a Cold Snap, so a level-1 Cold Snap and one water tile give 2.5x.
Add water. A second Cold Snap will not help a gun a Cold Snap already cools, unless it is a higher level than the first. One water tile beside the gun adds about 1.5x on top, and upgrading the Cold Snap adds +0.5x a level. A second Cold Snap is still worth it to slow more of the path: both slow the enemies, and their slows stack.
No. The snow that settles on the path and ground in its range only shows where the Cold Snap reaches. Enemies are slowed by its hits, nothing else.
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
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.