Feed it armour
The gun fires only slugs, and every slug is 4 armour pressed together. Build it where armoured ground enemies like Tanks, Heavy Knights and Clankers walk past, within 80% of its range, where the magnet pulls.
Magnet Tower: Stats, Upgrades, Tips: The Magnet in Blockade Brigade: 325 gold, tears armour off enemies and fires it back as heavy slugs. Silo, press, drones, levels, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-magnet.txt. Site guide: https://blockadebrigade.com/llms.txt
Pulls armor, presses it into slugs, fires them
325 goldGround + AirResearch 50000
The Magnet is a small armour foundry on two tiles. Its magnet tears armour off the most armoured enemies near it, 8 armour from each of up to 3 enemies a pull at level 1, up to 35 from each of 12 at level 10, and sweeps up the armour scrap other towers knock off. The silo stores it, the press stamps it into slugs, and the gun fires only slugs, each hitting for 2.2 times the tower's damage, out to its full range, at ground and air. No armour coming in, no ammo. It costs 325 gold.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
The gun fires only slugs, and every slug is 4 armour pressed together. Build it where armoured ground enemies like Tanks, Heavy Knights and Clankers walk past, within 80% of its range, where the magnet pulls.
Armour soaks hits before health does. Every pull leaves the enemies near the Magnet with less of it, so the Cannons and other guns around it do their damage to health sooner. Shields do not stop the pull.
While a Magnet stands, 50% of the armour any tower knocks off an enemy falls on the path as scrap. The magnet sweeps it up within its reach, and from level 4 scrap drones fetch it from further away. Pick it up before enemies do: robots bolt it back on, other enemies eat it for health, and UFOs beam it up.
The press keeps working between waves while the silo holds armour, and the silo and rack are kept between waves and through upgrades. A full rack lets the gun fire at its full rate for a long time, even when the press cannot keep up.
It takes two tiles at the same height; press R while placing to turn it. On uneven ground it levels its own ground as you place it, and the ghost shows that price too.
Each level of hill or platform gives +8% damage and +0.5 range, and the magnet's reach grows with the range. 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 Magnet ends up doing: how much armour it tears off and from how many enemies, how far the magnet reaches, how hard each slug hits, and how fast it can fire once the rack is empty and the press has to keep up. 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: 50,000 XP; its upgrades: 72,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 521.62, fire rate 1.26/s, DPS 657, range 10.15.#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15: damage 1663.98, fire rate 1.638/s, DPS 2,726, range 17.65.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 tower's damage: each slug hits for 2.2 times that, plus 50% of the slug's hit again against armour. Armour stripped is what one pull tears off each enemy, from up to that many enemies at once. The silo holds armour, the rack holds slugs, and the press makes one slug from 4 armour every press time. Power is what it needs while it runs.
| Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power |
|---|---|---|---|---|---|---|---|
| 1 | build 325 | 325 | 26 | 0.9/s | 23 | 7 | 12 |
| 2 | 503 | 828 | 35 | 0.94/s | 33 | 7.3 | 14 |
| 3 | 780 | 1,608 | 44 | 0.98/s | 43 | 7.7 | 17 |
| 4 | 1,210 | 2,818 | 53 | 1.02/s | 54 | 8.1 | 19 |
| 5 | 1,875 | 4,693 | 62 | 1.06/s | 66 | 8.4 | 22 |
| 6 | 2,907 | 7,600 | 71 | 1.1/s | 78 | 8.8 | 24 |
| 7 | 4,506 | 12,106 | 80 | 1.14/s | 91 | 9.1 | 26 |
| 8 | 6,985 | 19,091 | 89 | 1.18/s | 105 | 9.4 | 29 |
| 9 | 10,827 | 29,918 | 98 | 1.22/s | 120 | 9.8 | 31 |
| 10 | 16,782 | 46,700 | 107 | 1.26/s | 135 | 10.2 | 34 |
Levels 1-3The press is slower than the gun (1.8 seconds a slug at level 1), so once the rack is empty the gun fires only as fast as slugs are stamped. Every level tears +3 armour more from one more enemy and makes the silo and rack bigger.
Levels 4-10Scrap drones: one at level 4, one more every 3 levels, up to 3. They fetch scrap lying beyond the magnet's reach, up to 2 times the tower's range away, 8 armour a trip at level 4 and +2 for each level after. The press gets faster every level, down to 0.72 seconds a slug at level 10.
Research (main menu, Upgrades & Research) makes every Magnet 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: every slug hits harder, against armour too.
+6% fire rate a level, +30% at level 5. The magnet pulls faster too, so it tears off more armour a second. The press does not speed up.
+6% range a level, +30% at level 5. The magnet's reach grows with it, and so does how far the drones fly.
No question matches. or ask on the forum.
Most often it has no slugs. A new Magnet starts empty: the magnet must pull armour off enemies, or sweep up scrap, then the press makes one slug from every 4 armour. With no armoured enemies coming and no scrap on the path, it runs dry and waits. The tower panel shows the silo, the rack and what the press is doing. Or it is short of power: it needs 12 power at level 1 and 34 at level 10. On LOW POWER the magnet and press keep working but the gun cannot fire; on NO POWER it all stops.
Each pull tears up to 8 armour off each of the 3 most armoured ground enemies within 80% of its range at level 1; each level adds +3 armour and one more enemy, up to 35 armour from 12 enemies at level 10. It pulls as often as it fires, so fire-rate research and cards make it pull faster. It pulls only while some enemy in reach has armour.
No. It takes their armour away, it does not hurt them: their health stays the same and a shield does not stop it. But armour soaks every hit before health does, so a stripped enemy takes the full force of every other tower's hits sooner. The armour it tears off flies into the silo for slugs.
Each slug hits one enemy for 2.2 times the tower's damage, and does 50% of that again to armour. The gun reaches the full range, further than the magnet, and hits ground and air.
While a Magnet stands, 50% of it falls on the path as scrap plates. The Magnet sweeps up scrap within its reach every 0.5 seconds, and its drones fetch it from further away. Enemies use it too: robots short of armour bolt it back on, other enemies short of health eat it, and UFOs beam it up to build Clankers. With no Magnet built, no scrap falls.
No. Its end-of-wave cards are damage, fire rate and range. It has no Poison or Deep Wound, and Armor Damage and Shield Damage cards are not offered for it.
A second Magnet costs 390 gold and needs 12 more power and armour of its own to feed it; two side by side share the same armour and scrap. Upgrading the first to level 2 costs 503 gold and makes everything bigger: more armour torn off more enemies, a bigger silo and rack, a faster press and harder slugs, and from level 4 drones. Upgrade one well placed Magnet first.
Not really. Without armoured enemies it has nothing to fire, and its slugs hit one enemy at a time. Its best work is leaving armoured waves bare for the towers around it, and turning their armour into heavy slugs.
Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 12 at level 1, 34 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
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Tower stats
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