Reach the far side
The helicopter flies to its target anywhere inside the tower's range, so one helipad covers a wide circle of path, ground and sky alike, from bends other towers cannot see.
Helicopter: Tower Stats, Upgrades, Tips: The Helicopter in Blockade Brigade: 200 gold, an attack helicopter that hits ground and air. Guns, rockets, damage focus, levels, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-helicopter.txt. Site guide: https://blockadebrigade.com/llms.txt
Attack helicopter: chin gun, then rocket pods, then both
200 goldGround + AirResearch 18000
The Helicopter is a helipad with an attack helicopter on it. When a wave starts the helicopter lifts off, flies out to its target anywhere inside the tower's range, hovers just short of it and fires; when the wave is over it flies home and lands. It shoots its chin gun at levels 1-3, rocket volleys that splash at levels 4-6, and both from level 7, and from level 8 every hit does +50% more. It hits ground and air, one enemy at a time, never overheats and costs 200 gold.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
The helicopter flies to its target anywhere inside the tower's range, so one helipad covers a wide circle of path, ground and sky alike, from bends other towers cannot see.
Health focus (the one it starts with) gives +25% damage. Shield focus or Armor focus instead make its extra damage to shields or armour 1.5x, without the +25%. Change it in the tower's panel for the enemies you face.
From level 4 it fires rocket volleys, and each rocket also hits every other enemy within 2 of where it lands for 60% of its damage. Against packs, those levels pay off.
It sits on its pad between waves and needs a few seconds to spin up, lift off and fly out, and it only fires once it is hovering at its target. Keep a gun near the start of the path for the first enemies of a wave.
Each Helicopter on the four sides of another gives it +15% damage and +10% fire rate (up to +60% and +40%); the helicopters keep clear of each other in the air. Each level of hill or platform under the pad 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, damage focus and where it stands, and see what one Helicopter ends up doing, worked out the way the game does it: each hit, its crit chance, the guns and rockets it fires and the damage per second. 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: 18,000 XP; its upgrades: 120,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 424.12, fire rate 3.8/s, DPS 1,612, range 37.5.#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15: damage 1352.96, fire rate 4.94/s, DPS 6,684, range 45.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, before its damage focus, crits and the level-8 boost. Damage is what one gun shot's worth does; damage per second = damage x fire rate, shared by the guns and rockets it has at that level. Power is what it needs the whole time, waiting or flying.
| Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power |
|---|---|---|---|---|---|---|---|
| 1 | build 200 | 200 | 15 | 2/s | 30 | 24 | 10 |
| 2 | 260 | 460 | 23 | 2.2/s | 51 | 25.5 | 12 |
| 3 | 338 | 798 | 31 | 2.4/s | 74 | 27 | 14 |
| 4 | 439 | 1,237 | 39 | 2.6/s | 101 | 28.5 | 16 |
| 5 | 571 | 1,808 | 47 | 2.8/s | 132 | 30 | 18 |
| 6 | 742 | 2,550 | 55 | 3/s | 165 | 31.5 | 20 |
| 7 | 965 | 3,515 | 63 | 3.2/s | 202 | 33 | 22 |
| 8 | 1,254 | 4,769 | 71 | 3.4/s | 241 | 34.5 | 24 |
| 9 | 1,631 | 6,400 | 79 | 3.6/s | 284 | 36 | 26 |
| 10 | 2,120 | 8,520 | 87 | 3.8/s | 331 | 37.5 | 28 |
Levels 1-3The chin gun only, one round per shot at its target.
Levels 4-6Rocket pods only: every 4 shots' worth of time it fires a volley carrying all that damage, and each rocket splashes 60% onto enemies within 2.
Levels 7-10Guns (55% of its damage) and rockets (45%) together. From level 8 every hit does +50% more, and its crit chance keeps growing: 12% at level 1, 30% at level 10, each crit doing +50%.
Research (main menu, Upgrades & Research) makes every Helicopter 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, for guns and rockets alike.
+6% fire rate a level, +30% at level 5. The rocket volleys come sooner too.
+6% range a level, +30% at level 5: the helicopter flies out further from its pad.
Each level: enemies a Helicopter hits, by round, rocket or splash, 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.
No question matches. or ask on the forum.
Yes. It hits ground and air, with its guns and its rockets.
Between waves it sits on its pad. When a wave starts it spins up its rotors, lifts off and only then flies to its first target; it fires once it is hovering just short of it and facing it. That takes a few seconds, longer for a target at the far edge of its range.
Health focus, the one it starts with, gives +25% to all its damage and suits most waves. Shield focus makes its extra damage to shields 1.5x, Armor focus its extra damage to armour 1.5x; neither gets the +25%, so pick them only against waves of heavily shielded or armoured enemies.
Levels 1-3 fire the chin gun only. Levels 4-6 swap it for rocket pods: the same damage, fired in volleys, and each rocket splashes 60% of its damage onto enemies within 2. From level 7 it uses both, 55% of its damage by gun and 45% by rocket, and from level 8 every hit does +50% more.
Yes. Each round or rocket has a 12% chance to crit at level 1, growing to 30% at level 10; a crit does +50% damage, and +50% to shields and armour too.
Yes, and better than most: its shots come in over the top, so the Domeguard's armour does not stop them, and they still get in when its bubble is up.
A Helicopter that is already in the air keeps fighting until the wave is over, then lands and stays down until its power is back. It needs power the whole time, not only while it has a target: 10 at level 1 and 28 at level 10.
From the pad. The helicopter goes after the tower's target, which must be inside the tower's range, and always hovers inside that circle. Range research, cards and height make the circle bigger.
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.