Go high, up to 5
Each level of hill gives +15% gold of its own, on top of +8% collection and +0.5 depth. A hill counts only up to height 5, so pick the tallest hill up to that height; anything taller earns the same.
Miner: Tower Stats, Upgrades, Tips: The Miner in Blockade Brigade: 150 gold, gold every wave from a hilltop. Hill height, upgrades, the gold in the mine, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-miner.txt. Site guide: https://blockadebrigade.com/llms.txt
Generates gold per wave. Must be placed on hill tops only.
150 goldSupportResearch 10000
The Miner does not fight: it drills for gold. It must stand on a level hilltop, and at the end of every wave it pays you gold, more the higher its hill: on a hill of height 5 a new Miner makes about 42 gold a wave, and a fully upgraded one about 274. A hill counts only up to height 5, so a taller one earns the same. It costs 150 gold, each one after the first costs 40% more, and it needs no power. Build it early: every wave it stands is a wave it pays.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
Each level of hill gives +15% gold of its own, on top of +8% collection and +0.5 depth. A hill counts only up to height 5, so pick the tallest hill up to that height; anything taller earns the same.
It pays the same gold every wave, however long the wave is, so the waves it stands through are what it earns. A Miner built in the first waves pays for itself many times over.
Each new Miner costs 40% more than the last (150, 210, 293, 411...), while its upgrades cost 150, 300, 600 gold and each one raises collection, speed and depth together.
Two Miners on hilltops next to each other give each other +15% collection and +10% speed, like any tower beside one of its own kind.
A platform on a hilltop lifts the Miner further: each platform level adds +8% collection and +0.5 depth, and platforms count in full, past height 5.
It cannot shoot, so it adds no defence. Spend its gold on guns that do.
Pick a level, the hill's height, platforms under it, research, end-of-wave cards and neighbours, and see what your Miner pays each wave, worked out the way the game does it, with how deep its mine goes and how much gold the mine holds. 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: 10,000 XP; its upgrades: 72,000 XP for all.
#build:l4~r.damage.5~c.damage.55555~e.damage.5x10: damage 68.25, fire rate 1.6/s, DPS 109, range 2.5.#build:l4~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15: damage 217.72, fire rate 2.08/s, DPS 453, range 10.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..4r.<stat>.<N>: research level 0..5 of a research item (damage, fire_rate, range)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 hill, research, cards or neighbours. A real Miner always stands on a hill and earns more (use the calculator above for your hill). Gold a wave = collection x speed x depth, then +15% for each level of hill.
| Level | Upgrade | Total spent | Gold a wave, hill 1 | Gold a wave, hill 5 | Power |
|---|---|---|---|---|---|
| 1 | build 150 | 150 | 9 | 42 | - |
| 2 | 150 | 300 | 23 | 94 | - |
| 3 | 300 | 600 | 47 | 169 | - |
| 4 | 600 | 1,200 | 83 | 274 | - |
Levels 1-4Each upgrade adds a conveyor belt down one side of its hill and raises collection, speed and depth together, so the gold grows fast: upgrades cost 150, 300, 600 gold. Level 4 is the top, whatever is around the hill.
The mineIt holds 200 gold at depth 1 and 3 times more at each depth below; every +0.5 depth digs one depth deeper. A Miner on a hill reaches deep enough that it rarely runs dry.
Research (main menu, Upgrades & Research) makes every Miner 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).
Mining Capacity: +10% collection (gold per pull) a level, +50% at level 5. Gold a wave grows by the same share.
Mining Speed: +6% speed a level, +30% at level 5. Gold a wave grows by the same share.
Excavation Depth: +6% depth a level, +30% at level 5. A deeper mine digs more gold a wave and holds more.
No question matches. or ask on the forum.
For a Miner's gold, a hill counts only up to height 5. On a taller hill its hill bonus, collection and depth all stop at height 5, so it earns the same as on a hill of height 5. The placement preview and the tower panel both say when a hill counts as 5. Before this limit came in, Miners on the tallest hills earned most of a late game's gold.
Yes. Before you build, the preview over the Miner shows the gold a wave it would earn on that hilltop. Once it stands, click it: the panel shows its income for the next wave and the total earned, and its Accounting section lists the gold earned each wave, the total, the profit after what you paid (and the wave it paid for itself) and next wave's gold.
Only on a level hilltop: not on a hillside ramp, flat ground, water or the path. Some scenario maps keep their hills free of Miners. You can put a platform on a hilltop and build the Miner on the platform.
Collection x speed x depth, then +15% for each level of hill (up to 5). Each level of hill or platform also adds +8% collection and +0.5 depth. Upgrades, research, end-of-wave cards and a Miner on the hilltop beside it raise collection and speed. It is paid at the end of every wave.
No. It pays a set amount at the end of each wave, however long the wave takes. Its speed is part of the sum, not a clock.
Yes, in principle: its mine holds 200 gold at depth 1 and 3 times more at each depth below, and it stops paying when the mine is empty. Whenever it gets deeper (an upgrade, a hill, a platform, a Depth card or an XP point) the new depth's gold is added, even to a Miner that had run dry. The tower panel shows the gold left in the mine.
150 gold, and each Miner after the first costs 40% more (150, 210, 293, 411...). Its upgrades cost 150, 300, 600 gold, up to level 4. Sold within 15 seconds of placing it you get everything back, after that 75%, and the next Miner is a step cheaper again.
Yes, from its gold, not from kills: 5 XP for every gold it pulls. Its XP levels go in turn to more XP per gold, more gold a wave and a deeper mine.
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.