Missile Silo: Tower Stats, Upgrades, Tips: The Missile Silo in Blockade Brigade: 200 gold, hits ground and air. Its salvos, blast, blind spot, every level's stats, research and FAQ.

Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-missile_silo.txt. Site guide: https://blockadebrigade.com/llms.txt

Advanced Tower

Missile Silo

Arcing missiles with splash damage, armor specialist

200 goldGround + AirResearch 40000

The Missile Silo opens its doors and fires salvos of homing missiles at ground and air enemies alike: 1 missile a salvo at level 1, up to 8 at level 10, each aimed at a different enemy. Every missile follows its enemy all the way down, and its blast hits the enemies around it for 60% of its damage. It costs 200 gold, never overheats, and level 10 does about 13 times the damage per second of level 1. The catch: a slow reload, and a blind spot right next to the silo.

Missile Silo
Build your own Missile Silo

Attributes Level 1, on the ground

Cost
200 gold to build
Unlock
40,000 XPXP to research it (main menu, Upgrades & Research)
Sell value
150 gold 75% of the gold spent on it; all of it back within 15 seconds of placing
Can hit
Ground & Air
Damage
60
Fire rate
0.4/s
DPS
24 damage a second, one hit on one target, before armour
Range
14 7 tiles
Targets at once
1 missile, splashing
Power
uses 14 when firing · 1 on standby Full power only while it has a target. Switch it off to free its power.
Neighbours
+25% damage, +20% fire rate eachSame-type towers on its four sides, up to four (+100% / +80%). Connected Missile Silos need 25% less power.
Platforms
+8% damage, +0.5 range a level of heightSmall +1, Medium +2, Large +3, up to 3 stacked. Hills up to 15 (above 5 is rare).
Ground
Grass: −5% damageNo penalty on rock, or on a platform (it stands on steel, even over grass)
Level parts
Base: 1 green level light, plate 01
Research
5 items, 5 levels each250 / 750 / 2,000 / 6,000 / 15,000 XP a level, 120,000 XP for all. Missile Damage, Missile Launch Rate, Missile Range, Deep Wound, Poison
Cards
Damage, Fire Rate, Range, Deep Wound, Poison, Armor Damage, Shield DamageEnd-of-wave cards: up to 5 of each a game, then Endless cards

Base numbers: no research, cards or neighbours. (+n) is the change from the level before.

How to use it

Hits everything

Missiles go after ground and flying enemies, and they follow their target wherever it goes, so fast or dodging enemies do not shake them off.

Build them side by side

Silos help each other more than other towers do. Each Missile Silo on the four sides of another gives it +25% damage, +20% fire rate and +10% armour damage, so a tight block of silos hits far harder than the same silos spread out.

Keep enemies off its doorstep

It cannot fire at anything within 3 of the silo. Set it back from the path, or cover the ground next to it with another tower.

Crowds and armour

Each blast hits every other enemy within 2.5 of where it lands for 60% of the missile's damage, and every salvo does 45 extra damage to armour. A Cold Snap nearby keeps a pack bunched up under the blasts.

Go high

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.

Build it

Pick a level, research, end-of-wave cards and where it stands, and see what your Missile Silo ends up doing, worked out the way the game does it: how many missiles a salvo, the damage of each missile and its blast. Share the build with a link.

How the configurer works it out (formula, card values, share-link format)

How the game adds it up

  • Damage: level base x (1 + neighbours x 0.25) x (1 + height x 0.08) x ground (0.95 on bare grass, else 1) x (1 + research %) x (1 + cards % + Endless %)
  • Fire rate: level base x (1 + neighbours x 0.2) x (1 + research %) x (1 + cards % + Endless %)
  • Range: level base + height x 0.5 + level base x (research % + cards % + Endless %)
  • Dps: damage x fire rate, one hit on one target, before splash, afflictions and armour
  • Rule: Every source multiplies damage and fire rate; cards and Endless cards of one stat add into one percent. Range percents are all of the levelled base, added.

End-of-wave cards

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:

CardNormalCommonRareEpicLegendaryMythicalEndless
Damage2%5%10%15%25%35%1-5%
Fire Rate2%5%10%15%25%35%1-5%
Range2%5%10%15%25%35%1-5%
Deep Wound1%1%2%2%3%3%1%
Poison1%1%2%2%3%3%1%
Armor Damage2%4%6%8%10%12%2%
Shield Damage2%4%6%8%10%12%2%

Research

Unlock: 40,000 XP; its upgrades: 120,000 XP for all.

  • Missile Damage: +10% a level, 5 levels (+50%), 250, 750, 2,000, 6,000, 15,000 XP
  • Missile Launch Rate: +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP
  • Missile Range: +6% a level, 5 levels (+30%), 250, 750, 2,000, 6,000, 15,000 XP
  • Missile Silo Deep Wound: +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP
  • Missile Silo Poison: +1% a level, 5 levels (+5%), 250, 750, 2,000, 6,000, 15,000 XP

Where it stands

  • Each same-type neighbour on its four sides: +25% damage, +20% fire rate (up to 4).
  • Each level of height (hill + platforms): +8% damage, +0.5 range.
  • Bare grass: damage x0.95 (no penalty on rock, or on a platform: it stands on steel, even over grass). One tile is 2 range units.

This tower's own rule

  • A salvo's damage is shared by its missiles (1, 1, 2, 2, 3, 4, 5, 6, 7, 8 for levels 1 up); each homes on its own enemy and its blast hits every other enemy within 2.5 for 60% of the missile's damage. A missile whose enemy died on the way does nothing. It cannot shoot anything within 3 of itself.

Worked examples

Share-link format

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..10
  • r.<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 stat
  • e.<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..4
  • h<N>: height: hill + platform levels, 0..15
  • g: 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 chain

Every level

Base numbers: no research, cards, height or neighbours. Damage is a whole salvo, shared by its missiles; damage per second = damage x fire rate, before the blasts. Power is what it needs while it has a target.

LevelUpgradeTotal spentDamageFire rateDPSRangePower
1build 200200600.4/s241414
2300500850.48/s4115.517
34509501100.56/s621720
46751,6251350.64/s8618.522
51,0122,6371600.72/s1152025
61,5184,1551850.8/s14821.528
72,2786,4332100.88/s1852331
83,4179,8502350.96/s22624.534
95,12514,9752601.04/s2702636
107,68822,6632851.12/s31927.539

Missiles1 at levels 1-2, 2 at levels 3-4, 3 at level 5, 4 at level 6, 5 at level 7, 6 at level 8, 7 at level 9 and 8 at level 10. The silo grows a tube for each one, so you can count them. More missiles spread a salvo over more enemies; they do not add damage on their own.

GoldLevel 2 adds 6 damage per second for every 100 gold. Upgrades get dear near the top: level 10 alone costs 7,688 gold, and from level 6 each one adds a missile as well as damage, fire rate and range.

Research

Research (main menu, Upgrades & Research) makes every Missile Silo 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).

Missile Damage

+10% damage a level, +50% at level 5. The blasts grow with it.

Missile Launch Rate

+6% launch rate a level, +30% at level 5.

Missile Range

+6% range a level, +30% at level 5.

Missile Silo Deep Wound

Enemies hit by a missile or its blast take 1% more damage from every tower a level (5% at level 5) for 4 seconds after the last hit. Wounds from different towers add up.

Missile Silo Poison

Each hit, blasts too, leaves poison worth 1% of the hit's damage every second a level (5% at level 5) for 4 seconds, straight to health past shield and armour.

Height and ground

  • Each level of height: +8% damage and +0.5 range.
  • Hills: up to 15 levels on every map; above 5 is rare.
  • Platforms (small +1, medium +2, large +3) stack up to 3 high: up to 9 more levels, on flat ground or on a hill. Research unlocks the sizes and stacking.
  • Highest it can stand: 24 levels, +192% damage, +12 range.
  • On grass: −5% damage; no penalty on rock, or on a platform (it stands on steel, even over grass).

Missile Silo FAQ

Can the Missile Silo hit flying enemies?

Yes. Its missiles go after ground and flying enemies alike, and follow them all the way.

How many missiles does the Missile Silo fire?

1 at levels 1-2, 2 at levels 3-4, 3 at level 5, 4 at level 6, 5 at level 7, 6 at level 8, 7 at level 9 and 8 at level 10. Each missile in a salvo goes for a different enemy in range, in the order of its targeting choice; with fewer enemies than missiles, the spare missiles double up on the same ones. The silo shows one tube for each missile it fires.

Do more missiles mean more damage?

Not on their own: a salvo's damage, and its 45 armour damage, are shared by its missiles, so a salvo does the same total on one enemy as on several. What more missiles give you is reach: more enemies hit directly and more blasts spread through a crowd.

Why won't my Missile Silo shoot enemies right next to it?

It has a blind spot: it never picks a target within 3 of the silo. Build it a little back from the path, or cover the ground beside it with another tower. A blast can still hit enemies there if it lands close enough.

Can a missile miss?

Not a living enemy: a missile follows its target all the way down. If its target dies before it lands, it comes down where the enemy was and does no damage at all, blast included. A missile still waiting in its tube when its target dies takes the silo's new target instead.

Why is there a pause before the missiles fly?

The silo opens its doors and raises its missiles first, then fires them one tube after another, 0.12 seconds apart. Then each missile climbs, turns over and dives onto its enemy, so it takes a moment to arrive: the further the enemy, the longer the flight.

Do Missile Silo blasts knock enemies back?

No. Its blasts damage the enemies around them but do not push them back.

Why did my Missile Silo stop firing?

It does not overheat, so it is either short of power or has nothing it can reach: nothing in range, or everything inside its blind spot. LOW POWER means it can track but not fire, NO POWER means it does nothing. A Missile Silo needs 14 power at level 1 and 39 at level 10.

How much power does a Missile Silo use when it has nothing to shoot?

Only 1: with no target it stays on standby, lights and radar on. It uses its full power only while it has a target: 14 at level 1, 39 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.