Feed it crowds
One strike hits up to 4 enemies at level 1 and one more for each level (8 at level 5). A lone enemy gets one hit; a packed group gets the whole chain, the shock on every one of them and, from 4 enemies, the Overcharge bonus.
Lightning Tower: Stats, Upgrades, Tips: The Lightning in Blockade Brigade: 125 gold, chain lightning that hits ground and air. Chains, shock, Overcharge, heat, every level and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-lightning.txt. Site guide: https://blockadebrigade.com/llms.txt
Chain lightning, shock stacks, overcharge
125 goldGround + AirResearch 15000
The Lightning strikes one enemy from the sky and the bolt jumps on to the next, and the next: up to 4 enemies a strike at level 1 and 8 at level 5, each jump hitting for 85% of the one before. Every enemy it hits is shocked and keeps taking damage for 2 seconds, and a strike that reaches 4 or more enemies overcharges for a bonus hit on all of them. At 125 gold it hits ground and air and does extra damage to shields. It is made for crowds, and it runs hot: every strike adds 85°C, so a Lightning that fires nonstop overheats at every level unless water or a Cold Snap cools it.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
One strike hits up to 4 enemies at level 1 and one more for each level (8 at level 5). A lone enemy gets one hit; a packed group gets the whole chain, the shock on every one of them and, from 4 enemies, the Overcharge bonus.
A Cold Snap bunches enemies up so the bolt has someone to jump to, and its snow cools the Lightning at the same time.
Every enemy in the chain must be inside the Lightning's own range, and each jump reaches 3.5 at level 1, +0.3 a level. Toward an enemy this Lightning has already shocked it reaches +2 further.
Each Lightning on the four sides of another gives it +15% damage and +10% fire rate (more fire rate also means more heat). Each level of hill or platform gives +8% damage and +0.5 range, and the jumps reach further too. On bare grass it loses 5% damage, unless it stands on a platform.
Strikes come slowly but each one is hot, so even a level-1 Lightning overheats if it never stops firing. One water tile beside it or a Cold Snap over it fixes that (below).
Pick a level, research, end-of-wave cards, where it stands and what cools it, and how many enemies the bolt can reach, and see what your Lightning ends up doing: the first hit, the whole chain, the shock and the Overcharge, 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: 15,000 XP; its upgrades: 120,000 XP for all.
#build:l5~r.damage.5~c.damage.55555~e.damage.5x10: damage 355.88, fire rate 1.18/s, DPS 420, range 7.1, cooling 1x, needs 1.79x to never overheat (overheats).#build:l5~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15~s10~k4~kw3: damage 1135.24, fire rate 1.534/s, DPS 1,741, range 14.6, cooling 8x, needs 2.33x 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..5r.<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 per second here is the first hit only (damage x fire rate): every other enemy the chain reaches takes 85% of the hit before it, plus the shock and, from 4 enemies, the Overcharge. Power is what it needs while it has a target (1 on standby).
| Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power | Nonstop fire peaks at | Cooling it needs |
|---|---|---|---|---|---|---|---|---|---|
| 1 | build 125 | 125 | 25 | 0.7/s | 18 | 5.5 | 18 | 421°C | 1.1x |
| 2 | 200 | 325 | 37 | 0.82/s | 30 | 5.9 | 22 | 482°C | 1.3x |
| 3 | 320 | 645 | 49 | 0.94/s | 46 | 6.3 | 25 | 543°C | 1.5x |
| 4 | 512 | 1,157 | 61 | 1.06/s | 65 | 6.7 | 29 | 604°C | 1.7x |
| 5 | 819 | 1,976 | 73 | 1.18/s | 86 | 7.1 | 32 | 665°C | 1.8x |
Levels 1-2Level 2 costs 200 gold and adds one more enemy to every strike, plus 13 damage per second on the first hit alone. Already hot: firing nonstop, even level 1 needs 1.1x cooling.
Levels 3-5Each level adds one more jump (up to 8 enemies) and a little more jump reach, and every hit, shock and Overcharge grows with the damage. Upgrade the Lightnings that face the biggest crowds; level 5 alone costs 819 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 Lightning 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 chain, the shock and the Overcharge all grow with it.
+10% fire rate a level, +50% at level 5. More strikes means more heat, too.
+10% range a level, +50% at level 5. More enemies are inside its reach for the chain; the distance of each jump does not change.
Each level: enemies a Lightning hits take 1% more damage from every tower for 4 seconds (5% at level 5). Every enemy in the chain gets it. Wounds from different kinds of tower add up.
Each level: every hit, on every enemy in the chain, 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.
Up to 4 at level 1, one more for each level, 8 at level 5. The first enemy is the one the tower aims at; the bolt then jumps to the nearest enemy it has not hit yet, within 3.5 at level 1 (+0.3 a level, more from high ground) and inside the tower's own range. Each jump hits for 85% of the hit before it.
Every enemy the bolt hits is shocked: for 2 seconds it takes 15% of the strike's full damage every 0.5 seconds (60% in all), even the last enemy in the chain. Hitting it again restarts the shock; it does not stack. A shocked enemy also pulls this Lightning's next chains: the bolt can jump 2 further to reach it.
When one strike reaches 4 or more enemies, every enemy in the chain takes a bonus hit of 50% of the tower's damage. At level 1 that needs a full chain; from level 2 the chain is longer than it needs to be.
Most often it overheated: it shows OVERHEATED and smokes, and fires again once it has cooled to 250°C (about 3 seconds). Every strike adds 85°C, so even a level-1 Lightning overheats after about 13 strikes in a row. Or it is short of power: it needs 18 power at level 1 and 32 at level 5.
Yes. It hits ground and air, and one chain can jump between flyers and ground enemies.
Shields, yes: every hit in the chain does 15 extra damage to a shield. Armour soaks its hits like any other; research Lightning Poison, which goes straight to health, or put a Magnet nearby to tear the armour off.
No. Range lets the Lightning strike further away and lets the chain reach more enemies, since every enemy in the chain must be inside its range. The length of each jump grows with the tower's level and with high ground.
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 Lightning'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: 18 at level 1, 32 at level 5 (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.