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.
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
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.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
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.
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.
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.
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.
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.
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.
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: 40,000 XP; its upgrades: 120,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 1389.38, fire rate 1.12/s, DPS 1,556, range 27.5.#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15: damage 5349.09, fire rate 1.792/s, DPS 9,586, range 35.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 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.
| Level | Upgrade | Total spent | Damage | Fire rate | DPS | Range | Power |
|---|---|---|---|---|---|---|---|
| 1 | build 200 | 200 | 60 | 0.4/s | 24 | 14 | 14 |
| 2 | 300 | 500 | 85 | 0.48/s | 41 | 15.5 | 17 |
| 3 | 450 | 950 | 110 | 0.56/s | 62 | 17 | 20 |
| 4 | 675 | 1,625 | 135 | 0.64/s | 86 | 18.5 | 22 |
| 5 | 1,012 | 2,637 | 160 | 0.72/s | 115 | 20 | 25 |
| 6 | 1,518 | 4,155 | 185 | 0.8/s | 148 | 21.5 | 28 |
| 7 | 2,278 | 6,433 | 210 | 0.88/s | 185 | 23 | 31 |
| 8 | 3,417 | 9,850 | 235 | 0.96/s | 226 | 24.5 | 34 |
| 9 | 5,125 | 14,975 | 260 | 1.04/s | 270 | 26 | 36 |
| 10 | 7,688 | 22,663 | 285 | 1.12/s | 319 | 27.5 | 39 |
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 (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).
+10% damage a level, +50% at level 5. The blasts grow with it.
+6% launch rate a level, +30% at level 5.
+6% range a level, +30% at level 5.
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.
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.
No question matches. or ask on the forum.
Yes. Its missiles go after ground and flying enemies alike, and follow them all the way.
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.
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.
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.
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.
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.
No. Its blasts damage the enemies around them but do not push them back.
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.
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.
Still stuck? or ask on the forum.
Tower stats
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Tower stats
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