Late on the path
An enemy sent back walks past every tower behind it again. Near the end of the path that is your whole defence; near the entrance there is little path behind it, and an enemy is never sent back past the start.
Portal Tower: Stats, Upgrades, Tips: The Portal in Blockade Brigade: 475 gold, sends up to 5 ground enemies back down the path. Distance, Power, levels, research and FAQ.
Plain-text version for AI assistants: https://blockadebrigade.com/llms-page-towers-portal.txt. Site guide: https://blockadebrigade.com/llms.txt
Sends enemies back along the path, picked by its target priority
475 goldGround onlyResearch 175000
The Portal does not shoot. Every 8 seconds at level 1 it opens portals under the ground enemies in its range and drops them back down the path, so they have to walk past your other towers again. It grabs 1 enemy at a time at level 1 and up to 5 at level 10, and sends them 4 tiles back at level 1, up to 8.5 at level 10. Strong enemies resist its Power and go a shorter way, never less than 20% of the full distance. It costs 475 gold and cannot move anything that flies.
Base numbers: no research, cards or neighbours. (+n) is the change from the level before.
An enemy sent back walks past every tower behind it again. Near the end of the path that is your whole defence; near the entrance there is little path behind it, and an enemy is never sent back past the start.
An enemy whose health, armour and shield add up to no more than the Portal's Power goes the full distance. A stronger one goes Power / strength of it, never less than 20%. Power is 200 at level 1 and 920 at level 10.
Its target priority chooses the enemies it grabs. First sends back the enemy closest to your base; Strongest spends the portal on the big ones, which go a shorter way.
It recharges slowly, so a Cold Snap or a Gravity Well nearby keeps enemies inside its range until the next portal opens.
Each Portal on the four sides of another gives it +15% Power and +10% recharge speed (up to +60% and +40%). Each level of hill or platform gives +8% Power and +0.5 range; on bare grass it loses 5% Power, unless it stands on a platform.
Pick a level, research, end-of-wave cards and where it stands, and see what your Portal ends up doing, worked out the way the game does it: its Power, how often it opens, how many enemies it grabs and how far they go. 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: 175,000 XP; its upgrades: 72,000 XP for all.
#build:l10~r.damage.5~c.damage.55555~e.damage.5x10: damage 4485, fire rate 0.161/s, DPS 722, range 8.25.#build:l10~r.damage.5~c.damage.55555~e.damage.5x10~n3~h15: damage 14307.1, fire rate 0.209/s, DPS 2,994, range 15.75.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, neighbours or tower XP. Power decides how far strong enemies go and the hit they take when they land; the full distance is for enemies no stronger than its Power. Tower XP levels count as extra levels for grabs and distance.
| Level | Upgrade | Total spent | Power | Openings | Range | Grabs | Sends back | Strong sent back | Again after | Power |
|---|---|---|---|---|---|---|---|---|---|---|
| 1 | build 475 | 475 | 200 | 0.12/s | 6 | 1 | 8 | 1.6 | 6.0s | 20 |
| 2 | 760 | 1,235 | 280 | 0.13/s | 6.25 | 1 | 9 | 1.8 | 6.0s | 24 |
| 3 | 1,216 | 2,451 | 360 | 0.13/s | 6.5 | 2 | 10 | 2 | 6.0s | 28 |
| 4 | 1,945 | 4,396 | 440 | 0.14/s | 6.75 | 2 | 11 | 2.2 | 6.0s | 32 |
| 5 | 3,112 | 7,508 | 520 | 0.14/s | 7 | 3 | 12 | 2.4 | 6.0s | 36 |
| 6 | 4,980 | 12,488 | 600 | 0.14/s | 7.25 | 3 | 13 | 2.6 | 6.0s | 40 |
| 7 | 7,969 | 20,457 | 680 | 0.15/s | 7.5 | 4 | 14 | 2.8 | 6.0s | 44 |
| 8 | 12,750 | 33,207 | 760 | 0.15/s | 7.75 | 4 | 15 | 3 | 6.0s | 48 |
| 9 | 20,401 | 53,608 | 840 | 0.16/s | 8 | 5 | 16 | 3.2 | 6.0s | 52 |
| 10 | 32,641 | 86,249 | 920 | 0.16/s | 8.25 | 5 | 17 | 3.4 | 6.0s | 56 |
Grabs1 at levels 1-2, 2 at levels 3-4, 3 at levels 5-6, 4 at levels 7-8 and 5 from level 9. Tower XP levels add to the level here, up to 6 at a time.
DistanceEach level sends enemies 0.5 tile further, from 4 tiles at level 1 to 8.5 at level 10; tower XP levels add the same again. Upgrades also raise its Power, so strong enemies travel a bigger share of that.
Research (main menu, Upgrades & Research) makes every Portal 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% Power a level, +50% at level 5: strong enemies are sent a bigger share of the full distance, and the landing hit grows. Weak enemies already go the full distance.
+6% recharge speed a level, +30% at level 5: the portals open more often.
+6% range a level, +30% at level 5.
No question matches. or ask on the forum.
Yes. It has no rule against big enemies: any enemy walking the path can be grabbed. How far it goes is the Portal's Power divided by the enemy's health, armour and shield added up, at least 20% of the full distance. A boss many times stronger than the Power still goes 20%. The one thing it cannot move is an enemy under a Domeguard's bubble, and the enemies riding inside it.
No. It grabs only ground enemies walking the path. Flying enemies, and enemies that drop or move on their own instead of walking the path, are left alone.
4 tiles at level 1, 0.5 tile more for every level, 8.5 at level 10; each tower XP level adds another 0.5 tile. Distance end-of-wave cards make every trip longer. That is for an enemy no stronger than its Power; a stronger one goes Power / strength of it, never less than 20%. An enemy close to the entrance only goes back to the start.
1 at levels 1-2, 2 at levels 3-4, 3 at levels 5-6, 4 at levels 7-8 and 5 from level 9. Tower XP levels count too, up to 6 at once. It takes them in the order of its target priority, skipping any it has just sent.
No. An enemy that comes out of a portal cannot be grabbed again for 6 seconds, by any Portal. With several Portals in a row, the next one takes the next enemy instead.
A little. Each enemy takes a hit worth 25% of the Power when it lands, which goes through shield and armour first like any hit and can finish an enemy off. It never gets Poison, Deep Wound, Armour Damage or Shield Damage cards; its damage cards are Distance cards, which send every enemy further and raise its Power.
From every enemy it sends: more for strong enemies, and more the further they actually go. The landing hit earns XP like any tower's damage. Its XP levels matter more than most towers': they add grabs and distance on top of its upgrades.
The enemies in range were all flying, under a Domeguard's bubble, or just sent back (they are safe for 6 seconds), or it is still recharging. LOW POWER or NO POWER on it means it is short of power: it needs 20 power at level 1 and 56 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: 20 at level 1, 56 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
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.