Bosses
The beam is weakest on a fresh target and strongest on one it has held for a while, so give the Laser the big enemies. Small fast swarms keep resetting its climb.
Laser Tower: Stats, Upgrades, Tips: The Laser in Blockade Brigade: a beam that ramps to 6x on one target and keeps going. Levels, heat and cooling, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-laser.txt. Site guide: https://blockadebrigade.com/llms.txt
Ramping beam damage, armor piercing
175 goldGround + AirResearch 30000
The Laser holds one enemy in a beam, and the longer it holds it the harder it burns. Each lock starts at its plain damage and climbs fast to 6x in about 10.3 seconds, then keeps climbing slowly with no limit, so a boss or a Blimp Boss that stays in range melts. At 175 gold it hits ground and air, strips armour and shields as it burns, and from level 4 the beam splits to 2 more enemies near its target. The catch: switching targets starts the climb again, and the beam runs hot. When its heat bar fills it overheats and rests.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
The beam is weakest on a fresh target and strongest on one it has held for a while, so give the Laser the big enemies. Small fast swarms keep resetting its climb.
Build it where the path stays inside its range for a long stretch, on a bend or beside a long straight. A Cold Snap nearby slows the enemy, so the beam holds it longer, and also cools the Laser.
Once locked, the beam does not jump to a better enemy; it lets go only when the target dies, leaves range, or the Laser overheats or loses power.
Each Laser on the four sides of another gives it +15% damage (up to +60%). 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.
The Laser kills one big enemy at a time. Let splash towers handle the crowds around it.
Pick a level, research, end-of-wave cards, where it stands and what cools it, and see how hard your Laser burns as the lock goes on, and how long it can hold one target before it overheats. 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: 30,000 XP; its upgrades: 120,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 448.5, fire rate 10/s, DPS 448, range 10.1.#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15: damage 1430.72, fire rate 13/s, DPS 1,860, range 17.6.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. Damage is what the beam does each second at the start of a lock; it climbs to 6x in about 10.3 seconds and keeps growing after that. Power is what it needs while it has a target (1 on standby).
| Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power |
|---|---|---|---|---|---|---|---|
| 1 | build 175 | 175 | 20 | 10/s | 20 | 6.5 | 24 |
| 2 | 288 | 463 | 28 | 10/s | 28 | 6.9 | 29 |
| 3 | 476 | 939 | 36 | 10/s | 36 | 7.3 | 34 |
| 4 | 786 | 1,725 | 44 | 10/s | 44 | 7.7 | 38 |
| 5 | 1,297 | 3,022 | 52 | 10/s | 52 | 8.1 | 43 |
| 6 | 2,140 | 5,162 | 60 | 10/s | 60 | 8.5 | 48 |
| 7 | 3,531 | 8,693 | 68 | 10/s | 68 | 8.9 | 53 |
| 8 | 5,826 | 14,519 | 76 | 10/s | 76 | 9.3 | 58 |
| 9 | 9,614 | 24,133 | 84 | 10/s | 84 | 9.7 | 62 |
| 10 | 15,863 | 39,996 | 92 | 10/s | 92 | 10.1 | 67 |
Levels 1-2Cheap and quick to heat: from cold it overheats before its climb reaches 6x. Water or a Cold Snap gives it the time to get there.
Levels 4-10The beam splits to 2 more enemies near its target, each taking 40% of the beam's climbing damage, and each level holds a target longer.
Levels 9-10It can hold one target for well over a minute from cold (about 216.9 seconds at level 10), so its slow climb past 6x really pays off on bosses.
1.5x
One water tile beside it; +0.5x for each more, up to 3x. Slower heat, faster cooling, shorter rest.
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 Laser 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. The climb multiplies it, so it counts most on long locks.
+10% fire rate a level, +50% at level 5: the beam does that much more damage each moment. It still ticks at its own pace, so it heats no faster.
+10% range a level, +50% at level 5. More range means longer locks.
Each level: enemies the Laser burns take 1% more damage from every tower for 4 seconds (5% at level 5). Wounds from different kinds of tower add up.
Each level: the beam 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.
No question matches. or ask on the forum.
On purpose: its damage climbs the longer it holds one target, so switching would throw that away. It lets go only when the target dies, leaves its range, or the Laser overheats or loses power. Then it picks a new target by your target priority, and the climb starts again.
It starts at its plain damage (20 a second at level 1, 92 at level 10). After a short lock-on of 0.3 seconds it climbs fast to 6x in about 10.3 seconds , then +1x every 10 seconds for as long as it holds on. Against an armoured enemy it does 50% more, and some of its hits are critical (5% at level 1, 18.5% at level 10, each 1.8x).
Most often it overheated: its heat bar filled, it fired one burst at 2x damage and now rests 2 seconds, showing OVERHEATED. Or it is short of power: it needs 24 power at level 1 and 67 at level 10, and the beam goes out with the power.
Water beside it, a Cold Snap over it, or both: they make it heat slower, cool faster and rest shorter. Upgrades help too: each level heats 10% less and holds 25% more, so a level-10 Laser can hold one target for about 216.9 seconds from cold. With enough cooling it holds its lock for good (2.6x at level 1, 2x at level 5, 1.2x at level 10). Only the strongest Cold Snap over it counts; water adds on top.
Yes. It hits ground and air, and its range is measured flat across the ground, so an enemy counts as in range however high it flies: a Blimp Boss passing over its range ring can be hit.
Yes, it is one of the best. While the target still has armour the beam does 50% more, and every moment it also strips armour and shield, more as its damage climbs.
From level 4 the beam splits off its target to up to 2 more enemies close by, each taking 40% of the beam's damage at its current climb. Those extra beams do not add heat.
The enemy its beam holds, that enemy's health now and when the lock began, damage dealt, damage a second and how far the climb has got, time held, an estimated time to kill, heat, and how the last lock ended.
The tower panel says it under its heat gauge: "Overheats after N s of nonstop fire: needs Nx more cooling to hold its lock for good", and from which level it lasts a minute or more, with the cooling it has right now (Cold Snaps in range, water beside it). With enough cooling it says "Holds its lock for good": the cooling sheds the beam's heat as fast as it builds. It changes when you add or upgrade a Cold Snap, add water or upgrade the Laser.
Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 24 at level 1, 67 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.