Feed your splash guns
Every enemy caught is packed into a knot a few steps long, so a Cluster Mortar blast, a Cannon shell or Acid splash lands on all of them at once. Build those guns where they can reach the spot the well opens.
Gravity Well: Tower Stats, Upgrades, Tips: The Gravity Well in Blockade Brigade: 400 gold, pulls ground enemies into one held knot for your splash guns. Levels, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-gravity_well.txt. Site guide: https://blockadebrigade.com/llms.txt
Pulls ground enemies into a tight cluster and holds them
400 goldGround onlyResearch 150000
The Gravity Well opens a whirlpool on the path that drags every ground enemy near it into one tight knot and holds it there: 2.2 seconds at level 1, 3.1 at level 10. Then it recharges and opens the next one. It barely hurts anything itself. Its job is to stack enemies up for your splash guns, and any Cluster Mortar or Missile Silo inside its range fires at the held group the moment a well opens. It costs 400 gold and cannot catch anything that flies.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
Every enemy caught is packed into a knot a few steps long, so a Cluster Mortar blast, a Cannon shell or Acid splash lands on all of them at once. Build those guns where they can reach the spot the well opens.
While a well is open, every one of them standing inside the Gravity Well's range turns on the held group, out of its own range too, and fires the moment the well opens instead of waiting for its reload.
A held knot on a straight stretch is a short queue the slug goes straight through.
Enemies held in a well are not walking toward your base. Enemies walking in while it is open are caught too, and the ones already past its centre are dragged back.
It catches ground enemies only. Flying enemies pass right over it, so keep guns that hit air nearby.
Each Gravity Well on the four sides of another gives it +10% fire rate, so it recharges sooner (and +15% crush). Each level of hill or platform gives +0.5 range, which also widens the circle of guns it calls in.
Pick a level, research, end-of-wave cards and where it stands, and see what your Gravity Well ends up doing: how wide the well is, how long it holds, how long it takes to recharge and how much of the time a well is open. 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: 150,000 XP; its upgrades: 72,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 117, fire rate 0.196/s, DPS 23, range 9.7.#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15: damage 373.23, fire rate 0.255/s, DPS 95, range 17.2.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 the crush: what each held enemy takes every second while a well is open. Fire rate is how often it can open a well. Well radius is how far along the path, either side of its centre, it catches enemies. Range is how far from the tower it can open a well, and how far it calls in guns. Power is what it needs while it has a target.
| Level | Upgrade | Total spent | Crush | Wells | Range | Well radius | Holds | Immune after | Power |
|---|---|---|---|---|---|---|---|---|---|
| 1 | build 400 | 400 | 6 | 0.16/s | 7 | 2.6 | 2.2s | 3.0s | 18 |
| 2 | 620 | 1,020 | 8 | 0.16/s | 7.3 | 2.72 | 2.3s | 3.0s | 22 |
| 3 | 961 | 1,981 | 10 | 0.17/s | 7.6 | 2.84 | 2.4s | 3.0s | 25 |
| 4 | 1,489 | 3,470 | 12 | 0.17/s | 7.9 | 2.96 | 2.5s | 3.0s | 29 |
| 5 | 2,308 | 5,778 | 14 | 0.18/s | 8.2 | 3.08 | 2.6s | 3.0s | 32 |
| 6 | 3,578 | 9,356 | 16 | 0.18/s | 8.5 | 3.2 | 2.7s | 3.0s | 36 |
| 7 | 5,546 | 14,902 | 18 | 0.18/s | 8.8 | 3.32 | 2.8s | 3.0s | 40 |
| 8 | 8,597 | 23,499 | 20 | 0.19/s | 9.1 | 3.44 | 2.9s | 3.0s | 43 |
| 9 | 13,326 | 36,825 | 22 | 0.19/s | 9.4 | 3.56 | 3.0s | 3.0s | 47 |
| 10 | 20,655 | 57,480 | 24 | 0.2/s | 9.7 | 3.68 | 3.1s | 3.0s | 50 |
Levels 1-10Every level makes the well a little wider (2.6 to 3.68 either side of its centre), holds it a little longer (2.2 to 3.1 seconds) and recharges a little faster (a new well every 6.25 seconds at level 1, every 5.1 at level 10).
GoldLevel 2 costs 620 gold and level 10 alone 20,655. The upgrades hold longer and catch wider, but a second Gravity Well (480 gold) can hold a different stretch of path, or the same one while the first recharges.
Research (main menu, Upgrades & Research) makes every Gravity Well 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% crush damage a level, +50% at level 5. It does not hold the well open longer.
+6% recharge speed a level, +30% at level 5: wells open more often.
+6% range a level, +30% at level 5: it can open wells further away and calls in guns from further away. The well itself stays the same size.
No question matches. or ask on the forum.
When it is ready, it opens a well on the ground enemy it is aiming at. Every ground enemy on that path within 2.6 of the well's centre (level 1) is dragged into a tight knot on that spot and held there until the well closes, 2.2 seconds later at level 1. While they are held they take a light crush. Then the tower recharges and opens the next one.
No. It catches ground enemies only. A well only grabs enemies walking the same path it opened on, so a stretch of another path that passes close by is left alone.
Then it opens nothing and tries again 0.5 seconds later, without waiting a whole recharge. It only recharges after a well it really opened.
An enemy let go by a well cannot be caught by any well for 3 seconds. That stops two or more Gravity Wells from holding the same enemies forever. Build them to take turns on different groups, or on the same stretch one after another.
No. The pull is added on top of an enemy's own walking speed, so even fast enemies stay put. A very big enemy, more than 2.5 times as strong as the average of the others it caught, is dragged at 45% of the pull, so it reaches the knot later, but it is still held. A Domeguard with its bubble up, and every enemy sheltering under it, cannot be pulled at all.
Very little. Every held enemy takes its damage each second while the well is open, as a small crush hit every 0.5 seconds: about 12 to each held enemy per well at level 1. Damage research raises it. The real damage comes from the guns you build around it.
Its end-of-wave cards are Hold Time (the well stays open longer, and crushes a little harder), Recharge (wells open more often) and Reach (more range). It never gets Deep Wound, Poison, Armor Damage or Shield Damage cards. Damage research does not hold the well longer: only Hold Time cards and levels do.
Every Cluster Mortar and Missile Silo standing inside the Gravity Well's range. While a well is open they shoot at the held group even if it is outside their own range, and each fires once straight away as the well opens. When the well closes they go back to their own targets. Other guns are not called in, but any in reach of the knot gain from it.
Either nothing it can catch is in range (fliers, or enemies still immune from a well), or it is short of power. It needs 18 power at level 1 and 50 at level 10, and an open well collapses the moment the tower loses power.
Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 18 at level 1, 50 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.
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